/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "clantable.h"
int stance_mod_apd args(( CHAR_DATA *ch, CHAR_DATA *victim ));
int stance_mod_dam args(( CHAR_DATA *ch, CHAR_DATA *victim, int dam ));
bool compare_stance args(( CHAR_DATA *ch, CHAR_DATA *victim, int ch_stance, int vict_stance ));
void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype) );
void decap_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim, int type ) );
int get_danger args( ( CHAR_DATA *ch ) );
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );
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 ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int number_attacks args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_arena args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool did_hit args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool is_gen_dox args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool is_status_dox args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool is_soul_dox args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool is_status_kill args((CHAR_DATA *ch, CHAR_DATA *victim));
bool is_gen_kill args((CHAR_DATA *ch, CHAR_DATA *victim));
bool is_soul_kill args((CHAR_DATA *ch, CHAR_DATA *victim));
void check_warp args(( CHAR_DATA *ch));
void register_kill( CHAR_DATA *ch, CHAR_DATA *victim);
void get_dm_winner(CHAR_DATA *ch);
void check_vkills( CHAR_DATA *ch );
bool check_beast( CHAR_DATA *ch );
void set_stun( CHAR_DATA * victim, int stuntime )
{
if( victim->stuntimer > 0 )
return;
if( victim->position == POS_SLEEPING )
victim->position = POS_STUNNED;
if ( stuntime > 2 )
stuntime = 2;
victim->stuntimer += stuntime;
if( victim->stuntimer > 3 )
victim->stuntimer = 3;
update_pos(victim);
return;
}
bool in_arena(CHAR_DATA *ch)
{
if( !ch)
return FALSE;
if( !ch->in_room)
return FALSE;
if( (ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
return TRUE;
else
return FALSE;
}
void check_warp(CHAR_DATA *ch)
{
int warp;
if( ch->warpcount >= 6)
return;
warp = get_warp(ch);
SET_BIT(ch->warp, warp);
ch->warpcount++;
stc("You have been mutated by the chaotic forces that be.\n\r", ch);
return;
}
int get_warp(CHAR_DATA *ch)
{
int value = number_range(1,MAX_WARP);
int warp;
switch(value)
{
case 1:
warp = WARP_CRYSTAL;
break;
case 2:
warp = WARP_STEEL;
break;
case 3:
warp = WARP_VENOM;
break;
case 4:
warp = WARP_SPIKE;
break;
case 5:
warp = WARP_QUICK;
break;
case 6:
warp = WARP_SLOW;
break;
case 7:
warp = WARP_TERROR;
break;
case 8:
warp = WARP_REGEN;
break;
case 9:
warp = WARP_WEAPON;
break;
case 10:
warp = WARP_INEPT;
break;
case 11:
warp = WARP_WEAK;
break;
case 12:
warp = WARP_VULN;
break;
case 13:
warp = WARP_SHARDS;
break;
case 14:
warp = WARP_CLUMSY;
break;
case 15:
warp = WARP_TENT;
break;
case 16:
warp = WARP_SLOWHEAL;
break;
case 17:
warp = WARP_ARCANE;
break;
case 18:
warp = WARP_NOMAGE;
break;
case 19:
warp = WARP_STRONG;
break;
case 20:
warp = WARP_SMELLY;
break;
case 21:
warp = WARP_WART;
break;
case 22:
warp = WARP_FEATHER;
break;
case 23:
warp = WARP_HAIRY;
break;
case 24:
warp = WARP_BIGFEET;
break;
case 25:
warp = WARP_BALD;
break;
case 26:
warp = WARP_TAIL;
break;
default:
warp = 0;
break;
}
if( warp == 0 )
{
bug("Invalid warp type: get_warp.", 0);
return 0;
}
if( !is_valid_warp(ch, warp))
warp = get_warp(ch);
return warp;
}
bool is_valid_warp(CHAR_DATA *ch, int warp)
{
bool ret_val = TRUE;
if( IS_SET(ch->warp, warp))
return FALSE;
if( warp == WARP_CRYSTAL)
{
if(IS_SET(ch->warp, WARP_STEEL))
ret_val = FALSE;
}
if( warp == WARP_STEEL)
{
if(IS_SET(ch->warp, WARP_CRYSTAL))
ret_val = FALSE;
}
if( warp == WARP_QUICK)
{
if( IS_SET(ch->warp, WARP_SLOW))
ret_val = FALSE;
}
if( warp == WARP_SLOW)
{
if( IS_SET(ch->warp, WARP_QUICK))
ret_val = FALSE;
}
if( warp == WARP_REGEN)
{
if( IS_SET(ch->warp, WARP_SLOWHEAL))
ret_val = FALSE;
}
if( warp == WARP_SLOWHEAL)
{
if( IS_SET(ch->warp, WARP_REGEN))
ret_val = FALSE;
}
if( warp == WARP_WEAPON)
{
if( IS_SET(ch->warp, WARP_INEPT))
ret_val = FALSE;
}
if( warp == WARP_INEPT)
{
if( IS_SET(ch->warp, WARP_WEAPON))
ret_val = FALSE;
}
if( warp == WARP_WEAK)
{
if( IS_SET(ch->warp, WARP_STRONG))
ret_val = FALSE;
}
if( warp == WARP_STRONG)
{
if( IS_SET(ch->warp, WARP_WEAK))
ret_val = FALSE;
}
if( warp == WARP_ARCANE)
{
if( IS_SET(ch->warp, WARP_NOMAGE))
ret_val = FALSE;
}
if( warp == WARP_NOMAGE)
{
if( IS_SET(ch->warp, WARP_ARCANE))
ret_val = FALSE;
}
return ret_val;
}
void get_dm_winner(CHAR_DATA *ch)
{
int ava_count = 0;
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
for( d = descriptor_list; d != NULL; d = d->next )
{
if( d->character == NULL )
{
log_string("Bug: NULL descriptor");
sprintf(buf, "#rThe #1Deathmatch #rhas ended with no victor.#n\n\r");
do_info(ch, buf);
sprintf(buf, "Report #1NULL descriptor bug #nto Loimos or Kline.");
do_info(ch, buf);
if( IS_SET(d->character->act,PLR_WAS_AVATAR) )
{
REMOVE_BIT(d->character->act,PLR_WAS_AVATAR);
if( !str_cmp(ch->clan,"DAMNED") )
{
d->character->trust = 4;
d->character->level = 4;
stc("Your soul has returned to the realm of the damned.\n\r",d->character);
}
else
{
d->character->trust = 3;
d->character->level = 3;
stc("Your immortal status has been restored.\n\r",d->character);
}
}
deathmatch = FALSE;
return;
}
if( d->character->level >= 3 && d->character->level <= 4 )
ava_count++;
}
perfect_diamond(ch);
if( ava_count > 1 )
{
sprintf(buf, "#1%d players #rremain in the #1Deathmatch!#n\n\r", ava_count);
do_info(ch, buf);
return;
}
if( ava_count == 1 )
{
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->fight_timer = 0;
ch->level = 2;
ch->trust = 2;
stc("You have been rewarded by th Gods!\n\r", ch);
act("$n has been rewarded by the Gods!\n\r", ch, NULL, NULL, TO_ROOM);
do_make_eq(ch, "DMWINNER");
deathmatch = FALSE;
sprintf(buf, "#1%s #rhas won the #1Deathmatch!#n\n\r", ch->name);
do_info(ch, buf);
sprintf(buf,"#7The immortal status of all participants has been restored.#n\n\r");
do_info(ch,buf);
for( d = descriptor_list; d != NULL; d = d->next )
{
if( d->character == NULL )
{
log_string("Bug: NULL descriptor");
continue;
}
if( IS_SET(d->character->act,PLR_WAS_AVATAR) )
{
REMOVE_BIT(d->character->act,PLR_WAS_AVATAR);
if( !str_cmp(ch->clan,"DAMNED") )
{
d->character->trust = 4;
d->character->level = 4;
stc("Your soul has returned to the realm of the damned.\n\r",d->character);
}
else
{
d->character->trust = 3;
d->character->level = 3;
stc("Your immortal status has been restored.\n\r",d->character);
}
}
}
return;
}
else
{
sprintf(buf, "#rThe #1Deathmatch #rhas ended with no victor.#n\n\r");
do_info(ch, buf);
deathmatch = FALSE;
for( d = descriptor_list; d != NULL; d = d->next )
{
if( d->character == NULL )
{
log_string("Bug: NULL descriptor");
continue;
}
if( IS_SET(d->character->act,PLR_WAS_AVATAR) )
{
REMOVE_BIT(d->character->act,PLR_WAS_AVATAR);
if( !str_cmp(ch->clan,"DAMNED") )
{
d->character->trust = 4;
d->character->level = 4;
stc("Your soul has returned to the realm of the damned.\n\r",d->character);
}
else
{
d->character->trust = 3;
d->character->level = 3;
stc("Your immortal status has been restored.\n\r",d->character);
}
}
}
return;
}
}
void do_stealsoul(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if( IS_NPC(ch) )
return;
if( ch->level < 3)
{
stc("You must be an avatar.\n\r", ch);
return;
}
if( IS_DAMNED(ch) && !deathmatch ) return;
if( arg[0] == '\0')
{
stc("Absorb who?\n\r", ch);
return;
}
if( (victim = get_char_room(ch, arg)) == NULL)
{
stc("They are not here.\n\r", ch);
return;
}
if( IS_NPC(victim))
{
stc("Not on NPCs.\n\r", ch);
return;
}
if( in_arena(ch))
{
stc("Not while in the arena.\n\r", ch);
return;
}
if( victim->level < 3)
{
stc("You can only stealsoul avatars.\n\r", ch);
return;
}
if( victim->hit >= 0)
{
stc("You victim must be mortally wounded to stealsoul them.\n\r", ch);
return;
}
if( nogroup )
{
if( !deathmatch )
{
if( IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
if( victim->pcdata->target != NULL && str_cmp(ch->pcdata->switchname,victim->pcdata->target) )
{
stc("Kill your own victims.\n\r",ch);
return;
}
}
if( IS_SET(ch->act,PLR_NO_GROUP) && !IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Groupers can't kill solo fighters.\n\r",ch);
return;
}
if( !IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Solo fighters can't kill groupers.\n\r",ch);
return;
}
}
}
decap_gain(ch,victim,3);
return;
}
void do_absorb(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if( IS_NPC(ch) )
return;
if( ch->level < 3)
{
stc("You must be an avatar.\n\r", ch);
return;
}
if( IS_DAMNED(ch) && !deathmatch ) return;
if( arg[0] == '\0')
{
stc("Absorb who?\n\r", ch);
return;
}
if( (victim = get_char_room(ch, arg)) == NULL)
{
stc("They are not here.\n\r", ch);
return;
}
if( IS_NPC(victim))
{
stc("Not on NPCs.\n\r", ch);
return;
}
if( in_arena(ch))
{
stc("Not while in the arena.\n\r", ch);
return;
}
if( victim->level < 3)
{
stc("You can only absorb avatars.\n\r", ch);
return;
}
if( victim->hit >= 0)
{
stc("You victim must be mortally wounded to absorb them.\n\r", ch);
return;
}
if( nogroup )
{
if( !deathmatch )
{
if( IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
if( victim->pcdata->target != NULL && str_cmp(ch->pcdata->switchname,victim->pcdata->target) )
{
stc("Kill your own victims.\n\r",ch);
return;
}
}
if( IS_SET(ch->act,PLR_NO_GROUP) && !IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Groupers can't kill solo fighters.\n\r",ch);
return;
}
if( !IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Solo fighters can't kill groupers.\n\r",ch);
return;
}
}
}
decap_gain(ch,victim,1);
return;
}
void do_decapitate(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
argument = one_argument(argument, arg);
if( IS_NPC(ch) )
return;
if( ch->level < 3)
{
stc("You must be an avatar.\n\r", ch);
return;
}
if( arg[0] == '\0')
{
stc("Decapitate who?\n\r", ch);
return;
}
if( (victim = get_char_room(ch, arg)) == NULL)
{
stc("They are not here.\n\r", ch);
return;
}
if( IS_NPC(victim))
{
stc("Not on NPCs.\n\r", ch);
return;
}
if( in_arena(ch))
{
stc("Not while in the arena.\n\r", ch);
return;
}
if( victim->level < 3)
{
stc("You can only decapitate avatars.\n\r", ch);
return;
}
if( (IS_DAMNED(ch) || IS_DAMNED(victim)) && !deathmatch )
{
if( IS_DAMNED(ch) && !IS_DAMNED(victim) )
stc("A spirit of the damned can not do that.\n\r",ch);
else if( !IS_DAMNED(ch) && IS_DAMNED(victim) )
stc("A spirit of the damned can not be killed in such a manner.\n\r",ch);
else if( IS_DAMNED(ch) && IS_DAMNED(victim) )
stc("Spirits of the damned can not kill one another in such a manner.\n\r",ch);
else
stc("This shouldn't be happening...Tell Kline IMMEDIATELY.\n\r",ch);
return;
}
if( victim->hit >= 0)
{
stc("You victim must be mortally wounded to decapitate them.\n\r", ch);
return;
}
if( nogroup )
{
if( !deathmatch )
{
if( IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
if( victim->pcdata->target != NULL && str_cmp(ch->pcdata->switchname,victim->pcdata->target) )
{
stc("Kill your own victims.\n\r",ch);
return;
}
}
if( IS_SET(ch->act,PLR_NO_GROUP) && !IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Groupers can't kill solo fighters.\n\r",ch);
return;
}
if( !IS_SET(ch->act,PLR_NO_GROUP) && IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("Solo fighters can't kill groupers.\n\r",ch);
return;
}
}
}
decap_gain(ch,victim,2);
return;
}
bool is_gen_dox( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->pkill >= 5 )
return FALSE;
if( victim->generation == 1 && ch->generation > 1 )
return TRUE;
if( is_gen_kill(ch,victim) )
return FALSE;
return FALSE;
}
bool is_status_dox( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->pkill >= 5 )
return FALSE;
if( victim->race == 0 && ch->race > 5 )
return TRUE;
if( is_status_kill(ch,victim) )
return FALSE;
return FALSE;
}
bool is_soul_dox( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->pkill >= 5 )
return FALSE;
if( victim->pcdata->souls == 0 && ch->pcdata->souls > 5 )
return TRUE;
if( is_soul_kill(ch,victim) )
return FALSE;
return FALSE;
}
bool is_status_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->race == 0 && ch->race > 5 )
return FALSE;
if( victim->race >= ch->race )
return TRUE;
if( ch->race > victim->race )
{
if( (ch->race - victim->race) > 10 )
return FALSE;
else
return TRUE;
}
return TRUE;
}
bool is_soul_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->pcdata->souls == 0 && ch->pcdata->souls > 5 )
return FALSE;
if( victim->pcdata->souls >= ch->pcdata->souls )
return TRUE;
if( ch->pcdata->souls > victim->pcdata->souls )
{
if( (ch->pcdata->souls - victim->pcdata->souls) > 10 )
return FALSE;
else
return TRUE;
}
return TRUE;
}
bool is_gen_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( victim->generation >= ch->generation )
return TRUE;
else
return FALSE;
return TRUE;
}
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
int i;
void (*handle)();
for ( ch = char_list; ch != NULL; ch = ch->next )
{
ch_next = ch->next;
if (ch->fight_timer > 0 )
{
ch->fight_timer--;
if( IS_SET(ch->act,PLR_CHALLENGED) )
do_decline(ch,"");
}
if( IS_SET(ch->affected_by, AFF_ETHEREAL) && !IS_NPC(ch) )
{
ch->mana -= 750;
if( ch->mana < 750 )
{
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
stc("You return to your normal form, leaving the ethereal plane.\n\r", ch);
act("$n returns to $s normal form, leaving the ethereal plane.", ch, NULL, NULL, TO_ROOM);
}
}
if( ch->login_timer > 0)
ch->login_timer--;
if( ch->stuntimer > 0)
ch->stuntimer--;
if( !IS_NPC(ch) && ch->pcdata->target != NULL && ch->hit > 0 && ch->fight_timer < 10 )
ch->pcdata->target = NULL;
if( !IS_NPC(ch) && ch->position == POS_FIGHTING && ch->fighting == NULL )
stop_fighting(ch,TRUE);
if( !IS_NPC(ch) && ch->position == POS_FIGHTING && ch->hit < 0 )
stop_fighting(ch,TRUE);
class_regen(ch);
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_JEDI) )
{
if( (handle = dlsym(jedilib,"jedi_force_upkeep")) != NULL )
(*handle)(ch);
else
log_string("violence_update: can't find jedi_force_upkeep");
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK))
{
if( GET_POWERS(ch, MONK_CURR_CHI) > 0)
{
ch->move -= (number_range(25, 100) * GET_POWERS(ch, MONK_CURR_CHI));
if( ch->move <= 0)
{
GET_POWERS(ch, MONK_CURR_CHI) = 0;
ch->move = 0;
}
}
if( MONK_SET(ch, MONK_CUST))
{
ch->move -= number_range( 25, 100);
if( ch->move <= 0)
{
REMOVE_BIT( GET_POWERS(ch, MONK_BITS), MONK_CUST);
ch->move = 0;
}
}
}
if( !IS_NPC(ch) && IS_HERO(ch) && ch->level != 4 && ch->trust != 4 && IS_CLASS(ch,CLASS_DRAGON) )
{
if( GET_POWERS(ch, DRAGON_AGE) < 10000
&& GET_POWERS(ch, DRAGON_FORM) == DRAGON_FORM_DRAGON
&& !IS_SET(ch->in_room->room_flags, ROOM_SAFE)
&& !IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
&& ch->desc != NULL && ch->wimpy == 0 && ch->hit > 0
&& !IS_EXTRA(ch, TIED_UP) && !IS_EXTRA(ch, GAGGED)
&& !IS_EXTRA(ch, BLINDFOLDED) && !deathmatch && ch->timer < 3)
{
GET_POWERS(ch, DRAGON_DAYS)++;
class_attributes(ch);
if( GET_POWERS(ch, DRAGON_DAYS) == 30)
{
stc("You are one dragon year older.\n\r", ch);
GET_POWERS(ch, DRAGON_DAYS) = 0;
GET_POWERS(ch, DRAGON_AGE)++;
}
}
if( GET_POWERS( ch, DRAGON_BTIME) > 0)
{
GET_POWERS(ch, DRAGON_BTIME)--;
if( GET_POWERS(ch, DRAGON_BTIME) == 0)
stc("You can use your breath weapon again.\n\r", ch);
}
if( GET_POWERS( ch, DRAGON_STIME) > 0)
{
GET_POWERS(ch, DRAGON_STIME)--;
if( GET_POWERS(ch, DRAGON_STIME) == 0)
stc("You can shift your form again.\n\r", ch);
}
}
for( i = 0; i < MAX_PULSE_TIMER; i++)
{
if( IS_NPC(ch))
continue;
if(!IS_NPC(ch) && ch->pcdata->pulse_timer[i] < 1)
continue;
if( i == PULSE_HEALTOUCH)
{
if( !IS_HERO(ch))
{
ch->pcdata->pulse_timer[i] = 0;
continue;
}
ch->hit += number_range( 300, 400);
stc("Your lifeforce restores itself.\n\r", ch);
update_pos(ch);
}
if( i == PULSE_HEATMETAL)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int dam = number_range(200,500);
if( !IS_HERO(ch))
{
ch->pcdata->pulse_timer[i] = 0;
continue;
}
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if( number_range(1,100) < 25)
{
if( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )
remove_obj( ch, obj->wear_loc, TRUE );
}
}
act2("Your equipment is scorching you.[$D]",ch, NULL, ch, TO_CHAR, dam);
act2("$n's equipment is scorching them.[$D]", ch, NULL, ch, TO_NOTVICT, dam);
}
if( i == PULSE_DEATHTOUCH)
{
if( !IS_HERO(ch))
{
ch->pcdata->pulse_timer[i] = 0;
continue;
}
ch->hit -= number_range(700, 1000);
stc("Your lifeforce is diminishing.\n\r", ch);
update_pos(ch);
}
if( i == PULSE_BEAR)
{
if( ch->pcdata->pulse_timer[i] == 1)
{
stc("The spirit of the bear has left you.\n\r", ch);
act("The spirit of the bear has left $n.", ch, NULL, NULL, TO_ROOM);
}
}
if( i == PULSE_STASIS)
{
if( ch->stasis == FALSE)
continue;
if( ch->pcdata->pulse_timer[i] == 1)
{
ch->stasis = FALSE;
stc("You have come out of stasis.\n\r", ch);
act("$n has come out of stasis.", ch, NULL, NULL, TO_ROOM);
}
}
if( i == PULSE_SHADOWPLANE)
{
if( !IS_AFFECTED(ch,AFF_SHADOWPLANE))
continue;
if( ch->pcdata->pulse_timer[i] == 1)
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
stc("You have come out of the shadowplane.\n\r", ch);
act("$n has come out of the shadowplane.\n\r", ch, NULL, NULL, TO_ROOM);
}
}
if( i == PULSE_DARKNESS)
{
if( !IS_SET(ch->newbits,NEW_DARKNESS))
continue;
if( ch->pcdata->pulse_timer[i] == 1)
{
REMOVE_BIT(ch->newbits,NEW_DARKNESS);
if( ch->in_room != NULL && IS_SET(ch->in_room->room_flags,ROOM_TOTAL_DARKNESS) )
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
stc("You banish your globe of darkness.\n\r",ch);
act("The globe of darkness around $n disappears.\n\r", ch, NULL, NULL, TO_ROOM);
}
}
if( i == PULSE_GRAB )
{
if( ch->pcdata->pulse_timer[i] == 1
&& ch->pcdata->held != NULL
&& ch->pcdata->held != '\0' )
do_drelease(ch, ch->pcdata->held);
}
ch->pcdata->pulse_timer[i]--;
}
if( !IS_NPC(ch) && ch->in_room != NULL && IS_SET(ch->in_room->affected_by, AFF_ROOM_DRAIN) )
{
CHAR_DATA *vch;
int z = 0;
for( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if( IS_NPC(vch) || safe_room(vch) || ch == vch )
continue;
else
z++;
}
if( !str_cmp(ch->in_room->rune_by, ch->name) && z > 1 && ch->hit >= 1000 )
{
if( ch->hit < ch->max_hit )
ch->hit += ( 100 * (z-1) );
if( ch->mana < ch->max_mana )
ch->mana += ( 100 * (z-1) );
if( ch->move < ch->max_move )
ch->move += ( 100 * (z-1) );
stc("You feel rejuvinated by the lifeforce of your enemies.\n\r", ch);
}
else if( str_cmp(ch->in_room->rune_by, ch->name) )
{
ch->hit -= 300;
ch->mana -= 300;
ch->move -= 300;
stc("You feel your lifeforce being slowly drained away...\n\r", ch);
}
else
continue;
}
if( !IS_NPC(ch) && IS_SET(ch->affected_by,AFF_ETHEREAL) )
{
if( IS_CLASS(ch,CLASS_VAMPIRE) && GET_POWERS(ch,VAMP_FORM) == FORM_MIST )
continue;
ch->mana -= 1500;
if( ch->mana < 1500 )
do_ethereal(ch,"");
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_ALIEN))
{
if( GET_POWERS(ch, ALIEN_TIMER) > 0)
{
if( GET_POWERS(ch, ALIEN_TIMER) == 1)
stc("You have finished your metamorphisis.\n\r", ch);
DEC_POWERS(ch, ALIEN_TIMER);
}
if( GET_POWERS(ch, ALIEN_PRIMAL) > 0)
if( number_percent() < 5)
{
stc("Your primal urges have calmed.\n\r", ch);
DEC_POWERS(ch, ALIEN_PRIMAL);
}
if( GET_POWERS(ch, ALIEN_PAIN) > 0)
if( number_percent() < 5)
{
stc("Your tolerance to pain has begun to fade.\n\r", ch);
DEC_POWERS(ch, ALIEN_PAIN);
}
if( IS_SET(GET_POWERS(ch, ALIEN_BITS), ALIEN_CLOAK))
{
ch->mana -= 1000;
if( ch->mana < 1000)
{
stc("Your cloaking field fades.\n\r", ch);
act("$n suddenly appears from a cloaking field.", ch, NULL, NULL, TO_NOTVICT);
REM_BIT_POWERS(ch, ALIEN_BITS, ALIEN_CLOAK);
}
}
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_SHADOW) )
{
if( IS_SET(GET_POWERS(ch,SHADOW_BITS),SHADOW_INVIS) )
{
ch->mana -= 2000;
if( ch->mana < 2000 )
conceal_count(ch);
}
}
if( IS_NPC(ch) && (ch->hit < -10))
ch->hit = 1;
if( ch->rage > 0)
ch->rage -= number_range( 1,3);
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_WOLF) )
{
if( ch->rage > 99 )
do_rage_up(ch,"");
if( ch->rage < 100 )
do_rage_down(ch,"");
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_GONE) && ch->fighting == NULL )
{
if( number_range(1,100) < (GET_POWERS(ch,DISC_HAWK)*2) )
stc("#7Your form slowly flickers back into visibility!#n\n\r",ch);
REM_BIT_POWERS(ch,WOLF_BITS,BIT_GONE);
act("#7$n's form slowly flickers into visiblity!#n",ch,NULL,NULL,TO_ROOM);
}
}
if(ch->rage < 0)
ch->rage = 0;
if ( IS_SET(ch->newbits, NEW_DARKNESS) && ch->hit < 1 )
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
if( IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) )
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
stc("You banish your globe of darkness.\n\r", ch );
act("The globe of darkness around $n disappears.",ch,NULL,NULL,TO_ROOM);
}
if( is_affected(ch, skill_lookup("contagion")))
{
ch->hit -= number_range(500,1000);
update_pos(ch);
stc("Your disease causes open sores to appear on your skin.\n\r", ch);
if( IS_NPC(ch) && ch->hit <= 0 )
raw_kill(ch);
}
if( is_affected(ch, skill_lookup("poison")))
{
ch->hit -= number_range(500,1000);
update_pos(ch);
stc("Poison courses throug your veins killing you slowly.\n\r", ch);
if( IS_NPC(ch) && ch->hit <= 0 )
raw_kill(ch);
}
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
continue;
if (!IS_NPC(ch) && !IS_NPC(victim))
ch->fight_timer = 10;
if ( IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room )
multi_hit( ch, victim, TYPE_UNDEFINED );
else
stop_fighting( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
continue;
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_AWAKE(rch) && rch->fighting == NULL )
{
/* Mount's auto-assist their riders and vice versa.*/
if ( (mount = rch->mount) != NULL )
{
if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/* PC's auto-assist others in their group.*/
if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) )
{
if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && is_same_group(ch, rch) )
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/* NPC's assist NPC's of same type or 12.5% chance regardless.*/
if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
{
if ( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 )
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
target = NULL;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next )
{
if ( can_see( rch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 )
{
target = vch;
number++;
}
}
if ( target != NULL )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}/* End of if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) ) */
} /* End of if ( IS_AWAKE(rch) && rch->fighting == NULL )*/
}/*End of for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) */
}/* End of for ( ch = char_list; ch != NULL; ch = ch->next )*/
return;
}
/* much simpler method to decide if a player hits or not.
This should always give at least a 15% chance to continue
on to the dodge and parry functions. -Kale
*/
bool did_hit(CHAR_DATA *ch, CHAR_DATA *victim)
{
int chance;
int level1, level2;
int diff;
bool ret_val = FALSE;
level1 = ((class_hitroll(ch)/100)+(class_ac(ch)/ -100));
level2 = ((class_hitroll(victim)/100) + (class_ac(victim)/-100));
if( IS_NPC(ch))
level1 /= 1.5;
if( IS_NPC(victim))
level2 /= 1.5;
diff = level1 - level2;
if( diff < -20)
diff = -20;
if( diff > 20)
diff = 20;
switch(diff)
{
case -20:
chance = 30;
break;
case -19:
chance = 32;
break;
case -18:
chance = 34;
break;
case -17:
chance = 36;
break;
case -16:
chance = 38;
break;
case -15:
chance = 40;
break;
case -14:
chance = 42;
break;
case -13:
chance = 44;
break;
case -12:
chance = 46;
break;
case -11:
chance = 48;
break;
case -10:
chance = 50;
break;
case -9:
chance = 52;
break;
case -8:
chance = 54;
break;
case -7:
chance = 56;
break;
case -6:
chance = 58;
break;
case -5:
chance = 60;
break;
case -4:
chance = 62;
break;
case -3:
chance = 64;
break;
case -2:
chance = 66;
break;
case -1:
chance = 68;
break;
case 0:
chance = 70;
break;
case 1:
chance = 71;
break;
case 2:
chance = 72;
break;
case 3:
chance = 73;
break;
case 4:
chance = 74;
break;
case 5:
chance = 75;
break;
case 6:
chance = 76;
break;
case 7:
chance = 77;
break;
case 8:
chance = 78;
break;
case 9:
chance = 79;
break;
case 10:
chance = 80;
break;
case 11:
chance = 81;
break;
case 12:
chance = 82;
break;
case 13:
chance = 83;
break;
case 14:
chance = 84;
break;
case 15:
chance = 85;
break;
case 16:
chance = 86;
break;
case 17:
chance = 87;
break;
case 18:
chance = 88;
break;
case 19:
chance = 89;
break;
case 20:
chance = 90;
break;
default:
chance = 50;
break;
}
if( number_range(1,100) < chance)
ret_val = TRUE;
if( ret_val == TRUE)
if( !IS_NPC(victim) && IS_CLASS(ch, CLASS_MONK))
{
if( (GET_POWERS(ch, MONK_BLOCK) >= number_range(1, MAX_MONK_BLOCK))
&& (number_range(1, 12) < GET_POWERS(ch, MONK_CURR_CHI)) )
{
if(IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act("#7You block $N's attack.#n", ch, NULL, victim, TO_CHAR);
if(IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act("$n blocks your attack.", ch, NULL, victim, TO_VICT);
ret_val = FALSE;
}
}
return ret_val;
}
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
OBJ_DATA *wield3;
OBJ_DATA *wield4;
int sn;
int level;
int chance;
int unarmed;
int wieldorig = 0;
int wieldtype = 0;
int maxcount;
int countup;
int wieldie;
if( ch->position < POS_SLEEPING )
return;
if( !IS_NPC(ch))
{
if( IS_SET(ch->warp, WARP_TERROR) && (number_range(1,100) < 10))
do_flee(victim, "");
}
if( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
if( dt == gsn_fangs )
{
one_hit( ch, victim, dt, 1 );
return;
}
if( dt==gsn_venomtong)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt == gsn_cattack && !IS_NPC(ch) && !IS_NPC(victim))
{
one_hit(ch, victim, dt, 1);
return;
}
if( dt==gsn_tentacle)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt == gsn_venom)
{
one_hit(ch, victim,dt, 1);
return;
}
if( dt==gsn_spiketail)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt==gsn_badbreath)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt==gsn_magma)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt==gsn_shards)
{
one_hit(ch,victim,dt,1);
return;
}
if( dt == gsn_buffet )
{
one_hit( ch, victim, dt, 1 );
return;
}
if( dt == gsn_sweep )
{
one_hit( ch, victim, dt, 1 );
return;
}
if( dt == gsn_rfangs )
{
one_hit( ch, victim, dt, 1);
return;
}
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE))
{
stc( "You are unable to attack them.\n\r", ch );
return;
}
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE))
{
stc( "You can't seem to attack them.\n\r", ch );
return;
}
wield1 = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
wield3 = get_eq_char( ch, WEAR_THIRD );
wield4 = get_eq_char( ch, WEAR_FOURTH);
if( wield1 != NULL && wield1->item_type == ITEM_WEAPON )
wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON )
wieldorig += 2;
if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON )
wieldorig += 4;
if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON )
wieldorig += 8;
wieldtype = wieldorig;
wieldie = number_range(1,4);
if( wieldorig == 15 ) /* all hands */
{
if(wieldie == 1)
wieldtype = 8;
else if(wieldie == 2)
wieldtype = 4;
else if(wieldie == 3)
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 14 ) /* 2 extra arms and one normal hand */
{
if(wieldie == 2)
wieldtype = 8;
else if (wieldie == 1)
wieldtype = 4;
else
wieldtype = 2;
}
if( wieldorig == 13 ) /* 2 extra and normal */
{
if( wieldie == 1)
wieldtype = 8;
else if(wieldie == 2)
wieldtype = 4;
else
wieldtype = 1;
}
if ( wieldorig == 12 ) /* just the 2 extras */
{
if( (wieldie == 1) || (wieldie == 2) )
wieldtype = 8;
else
wieldtype = 4;
}
if( wieldorig == 11 ) /* one extra 2 normal */
{
if( wieldie == 1 )
wieldtype = 8;
if( wieldie == 2 )
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 10 ) /*one extra, 1 normal*/
{
if( wieldie < 3 )
wieldtype = 8;
else
wieldtype = 2;
}
if( wieldorig == 9 ) /*one extra, 1 normal*/
{
if( wieldie < 3)
wieldtype = 8;
else
wieldtype = 1;
}
if( wieldorig == 8 ) /* just one extra arm */
wieldtype = 8;
if( wieldorig == 7 ) /* one extra, 2 normal */
{
if( wieldie == 1 )
wieldtype = 4;
else if( wieldie == 2 )
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 6 ) /*one extra on normal*/
{
if( wieldie == 1 || wieldie == 2)
wieldtype = 2;
else
wieldtype = 4;
}
if( wieldorig == 5 ) /* one extra other normal */
{
if( wieldie < 3)
wieldtype = 4;
else
wieldtype = 1;
}
if( wieldorig == 4 ) /* one normal */
wieldtype = 4;
if( wieldorig == 3 ) /* 2 normal hands */
{
if( wieldie == 2 || wieldie == 4)
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 2 ) /* one normal hand */
wieldtype = 2;
if( wieldorig == 1 ) /* other normal hand */
wieldtype = 1;
if( wieldtype == 8 )
wield = wield4;
else if( wieldtype == 4 )
wield = wield3;
else if( wieldtype == 2 )
wield = wield2;
else
wield = wield1;
if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 1)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
one_hit( ch, victim, dt, wieldtype );
if( victim == NULL || victim->position != POS_FIGHTING )
return;
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if(wield->value[0] >= 1000)
sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else
sn = wield->value[0];
if (sn != 0 && victim->position == POS_FIGHTING)
(*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING )
return;
if ( ch->fighting != victim
|| dt == gsn_backstab || dt == gsn_garotte
|| dt == gsn_headbutt || dt == gsn_circle
|| dt == gsn_shiroken || dt == gsn_hakun)
return;
maxcount = number_attacks(ch, victim);
if(!IS_NPC(ch))
{
chance = 0;
if(wield != NULL && wield->item_type == ITEM_WEAPON)
{
int tempnum = wield->value[3];
chance = (ch->wpn[tempnum]) * 0.5;
}
else
chance = (ch->wpn[0]) * 0.5;
if(number_percent() <= chance)
maxcount += 1;
}
if(wieldorig == 3) /* two weapons, extra attack */
maxcount += 1;
for(countup = 0; countup <= maxcount; countup++) /* lets hit a lot */
{
wieldtype = wieldorig;
if( wieldorig == 15 )
{
if( wieldie == 1)
wieldtype = 8;
else if( wieldie == 2)
wieldtype = 4;
else if( wieldie == 3)
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 14 )
{
if(wieldie == 2)
wieldtype = 8;
else if(wieldie == 1)
wieldtype = 4;
else
wieldtype = 2;
}
if( wieldorig == 13 )
{
if( wieldie == 1)
wieldtype = 8;
else if(wieldie == 2)
wieldtype = 4;
else wieldtype = 1;
}
if( wieldorig == 12 )
{
if( wieldie < 3 )
wieldtype = 8;
else
wieldtype = 4;
}
if( wieldorig == 11 )
{
if( wieldie == 1 )
wieldtype = 8;
if( wieldie == 2 )
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 10 )
{
if( wieldie < 3 )
wieldtype = 8;
else
wieldtype = 2;
}
if( wieldorig == 9 )
{
if( wieldie < 3 )
wieldtype = 8;
else
wieldtype = 1;
}
if( wieldorig == 7 )
{
if( wieldie == 1 )
wieldtype = 4;
else if( wieldie == 2 )
wieldtype = 2;
else
wieldtype = 1;
}
if( wieldorig == 6 )
{
if( wieldie == 1 || wieldie == 2)
wieldtype = 2;
else
wieldtype = 4;
}
if( wieldorig == 5 )
{
if( wieldie < 3)
wieldtype = 4;
else
wieldtype = 1;
}
if( wieldorig == 3 )
{
if( wieldie == 2 || wieldie == 4)
wieldtype = 2;
else
wieldtype = 1;
}
one_hit( ch, victim, -1, wieldtype );
if( victim == NULL || victim->position != POS_FIGHTING )
return;
if( ch->fighting != victim )
return;
}/* End of for (countup = 0; countup <= maxcount; countup++)*/
if( !IS_NPC(ch) )
{
int hld = 0;
if( ASKILL(ch,AS_SWORDSMAN) > 1 )
{
CHAR_DATA *att;
for( att = ch->in_room->people; att; att = att->next_in_room)
{
if( att == ch )
continue;
if( is_same_group(ch,att) )
continue;
if( att->fighting == ch && !IS_NPC(att) )
hld++;
if( hld > 1 )
{
if( (ASKILL(ch,AS_SWORDSMAN)/2) >= number_range(1,100) )
{
one_hit(ch,att,gsn_swordstrike,1);
if( number_range(1,3) == 2 )
one_hit(ch,att,gsn_swordstrike,1);
if( number_range(1,10) == 6 )
one_hit(ch,att,gsn_swordstrike,1);
if( number_range(1,20) == 17 )
one_hit(ch,att,gsn_swordstrike,1);
}
}
}
}
}
if( IS_SET(ch->warp, WARP_VENOM) && (number_range(1,3) == 2))
{
multi_hit(ch, victim, gsn_venom);
}
if( IS_SET(ch->warp, WARP_SHARDS) && (number_range(1,3) == 2))
{
multi_hit(ch, victim, gsn_shards);
}
if( IS_SET(ch->warp, WARP_SPIKE) && (number_range(1,3) == 2))
{
multi_hit(ch, victim, gsn_spiketail);
}
if( IS_SET(ch->warp, WARP_TENT) && (number_range(1,3) == 2))
{
multi_hit(ch, victim, gsn_tentacle);
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_DROW) && IS_SET(GET_POWERS(ch,DROW_BITS),DROW_SPIDERFORM)
&& IS_SET(GET_POWERS(ch,DROW_BITS),DPOWER_ARMS) )
{
int cnt = 0;
for( cnt = 0; cnt < 4; cnt++ )
if( number_range(1,4) == 3 )
one_hit(ch,victim,gsn_spiderform,1);
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) )
{
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_FLAMEHANDS) && !IS_AFFECTED(victim,AFF_FLAMING))
{
if( number_percent() > 35 && victim != NULL)
{
SET_BIT(victim->affected_by, AFF_FLAMING);
act("Your flaming hands catch $N on fire!", ch, NULL, victim, TO_CHAR);
act("$n's flaming hands catch $N on fire!", ch, NULL, victim, TO_NOTVICT);
act("$n's flaming hands catch you on fire!", ch, NULL, victim, TO_VICT);
}
}
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_HORNS) && number_range(1,6) == 2 )
one_hit(ch,victim,gsn_horns,1);
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_WINGS) && number_range(1,6) == 2 )
one_hit(ch,victim,gsn_buffet,1);
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_TAIL) && number_range(1,6) == 2 )
one_hit(ch,victim,gsn_sweep,1);
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_HEAD) && number_range(1,6) == 2 )
one_hit(ch,victim,gsn_headbutt,1);
if( number_range(1,6) == 2 )
one_hit(ch,victim,gsn_fangs,1);
if( number_range(1,6) == 2 )
one_hit(ch,victim,gsn_claws,1);
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_WOLF) )
{
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_VANISH) && ch->fighting != NULL && !IS_NPC(ch->fighting) )
{
if( number_range(1,100) < (GET_POWERS(ch,DISC_HAWK)*2) && !IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_GONE) )
{
stc("#7Your form flickers for a moment, then vanishes from sight!#n\n\r",ch);
act("#7$n's form flickers for a moment, then vanishes from sight!#n",ch,NULL,NULL,TO_ROOM);
SET_BIT_POWERS(ch,WOLF_BITS,BIT_GONE);
}
if( number_range(1,100) < (GET_POWERS(ch,DISC_HAWK)*3) && IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_GONE) )
{
stc("#7Your form slowly flickers back into visibility!#n\n\r",ch);
REM_BIT_POWERS(ch,WOLF_BITS,BIT_GONE);
act("#7$n's form slowly flickers into visiblity!#n",ch,NULL,NULL,TO_ROOM);
}
}
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_SLAM) && number_range(1,4) == 2 )
{
act("You shoulder charge $N hard!",ch,NULL,victim,TO_CHAR);
act("$n shoulder charges you hard!",ch,NULL,victim,TO_VICT);
act("$n shoulder charges $N hard!",ch,NULL,victim,TO_NOTVICT);
one_hit(ch,victim,gsn_cheapshot,1);
one_hit(ch,victim,gsn_cheapshot,1);
one_hit(ch,victim,gsn_cheapshot,1);
}
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_QUILLS) && number_range(1,3) == 2 )
one_hit(ch,victim,gsn_quills,1);
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_CLAWS) && number_range(1,3) == 2 )
one_hit(ch,victim,gsn_claws,1);
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_FANGS) && number_range(1,3) == 2 )
one_hit(ch,victim,gsn_fangs,1);
if( ch->rage < 150 )
ch->rage += number_range(8,15);
if( ch->rage > 99 )
do_rage_up(ch,"");
if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_FCLAW) && !IS_AFFECTED(victim,AFF_FLAMING))
{
if( number_percent() > 35 && victim != NULL)
{
SET_BIT(victim->affected_by, AFF_FLAMING);
act("Your flaming claws catch $N on fire!", ch, NULL, victim, TO_CHAR);
act("$n's flaming claws catch $N on fire!", ch, NULL, victim, TO_NOTVICT);
act("$n's flaming claws catch you on fire!", ch, NULL, victim, TO_VICT);
}
}
}
if( victim == NULL || victim->position != POS_FIGHTING )
return;
if( victim == NULL || victim->position != POS_FIGHTING )
return;
/*if(victim->itemaffect < 1)
return;*/
if(IS_NPC(victim) || victim->spl[1] < 4)
level = victim->level;
else level = (victim->spl[1] * 0.5);
if ( has_power_level(victim, SCHOOL_ORDER, 7) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if ( has_power_level(victim, SCHOOL_FIRE, 6) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (has_power_level(victim, SCHOOL_WATER, 5) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if ( has_power_level(victim, SCHOOL_EARTH, 4) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if( has_power_level(victim, SCHOOL_CHAOS, 4) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if( has_power_level(victim, SCHOOL_PLANT, 5) && ch->position == POS_FIGHTING)
if( (sn = skill_lookup("thornspray") ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
return;
}
int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim )
{
int count = 1;
/* stance bonuses */
if ( IS_NPC(ch) )
count += (ch->level/100);
else
count += class_num_attack(ch);
count += stance_mod_apd(ch,victim);
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_DRAGON) && ch->stance[0] <= 0 )
count = 2;
else if( ch->stance[0] >= 1 )
count /= 2;
/* minimum of 1 attack */
if ( count < 1)
count = 1;
return count;
}
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield, *obj;
int dam;
int wdam;
int level;
int right_hand;
int improveskill;
int i;
if( ch->in_room != victim->in_room || victim->position <= POS_DEAD )
return;
if( IS_NPC(victim) && victim->hit < 0 )
{
victim->position = POS_DEAD;
group_gain(ch,victim);
return;
}
if( handtype == 2 )
{
wield = get_eq_char(ch,WEAR_HOLD);
right_hand = 2;
}
else if( handtype == 0 )
{
wield = NULL;
right_hand = 0;
}
else
{
wield = get_eq_char(ch,WEAR_WIELD);
right_hand = 1;
}
if( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
if( ch->wpn[dt-1000] > 5 )
level = (ch->wpn[dt-1000] / 5);
else
level = 1;
if( level > 40 )
level = 40;
if( !IS_NPC(ch) && !IS_NPC(victim) && has_power_level(victim,SCHOOL_LUCK,6) && number_range(1,100) < 10 )
multi_hit(victim,ch,gsn_cattack);
if( !did_hit(ch,victim) )
{
damage(ch,victim,0,dt);
tail_chain();
improveskill = 0;
if( !is_safe(ch,victim) )
{
while( improveskill < 4 )
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
improveskill++;
}
}
return;
}
if( IS_NPC(ch) )
dam = number_range(ch->level,ch->level * 2);
else
{
if( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dam = dice(wield->value[1],wield->value[2]);
dam *= wield->durability;
dam /= 100;
if( number_percent() >= 99 && number_percent() <= 50 && !IS_NPC(victim) && !deathmatch && !in_arena(ch) )
{
wield->durability--;
}
}
else if( IS_CLASS(ch,CLASS_MONK) )
{
dam = dice((ch->wpn[0]/20),(ch->wpn[0]/2));
dam *= 0.85;
}
else if( IS_CLASS(ch,CLASS_DRAGON) && GET_POWERS(ch,DRAGON_FORM) == DRAGON_FORM_DRAGON)
{
dam = dice((ch->wpn[0]/25),(ch->wpn[0]));
dam *= 0.75;
}
else
{
dam = dice((ch->wpn[0]/30),(ch->wpn[0]));
dam *= 0.65;
}
}/*klinemark
if( number_percent() >= 60 && !IS_NPC(victim) && !deathmatch && !in_arena(ch) )
{
for( i = 0; i < MAX_WEAR; i++ )
{
if( (obj = get_eq_char(ch,i) ) == NULL )
continue;
else if( obj->item_type == ITEM_ARMOR )
obj->durability--;
if( obj->durability < (number_percent()-50) )
remove_obj( ch, obj->wear_loc, TRUE );
}
}*/
if( IS_CLASS(ch,CLASS_DRAGON) && GET_POWERS(ch,DRAGON_FORM) == DRAGON_FORM_DRAGON)
dam += (class_damroll(ch)/2.5) + (class_hitroll(ch)/4.5) + (class_ac(victim)/10);
else
dam += (class_damroll(ch)/5) + (class_hitroll(ch)/9) + (class_ac(victim)/5);
if( !IS_AWAKE(victim) )
dam *= 2;
if( dt == gsn_backstab || dt == gsn_circle || dt == gsn_garotte || dt == gsn_hakun )
dam *= number_range(3,6);
if( !IS_NPC(ch) && dt >= TYPE_HIT && ch->wpn[dt-1000] >= 200 )
dam *= (ch->wpn[dt-1000] / 100);
if( dam < 0 )
dam = 0;
if( IS_NPC(ch) )
{
if( ch->level >= 50 )
dam *= 4.3;
else if( ch->level >= 100 )
dam *= 4.6;
else if( ch->level >= 200 )
dam *= 4.9;
else if( ch->level >= 300 )
dam *= 5.2;
else if( ch->level >= 400 )
dam *= 5.5;
else if( ch->level >= 500 )
dam *= 5.8;
else if( ch->level >= 600 )
dam *= 6.1;
else if( ch->level >= 700 )
dam *= 6.4;
else if( ch->level >= 800 )
dam *= 6.7;
else if( ch->level >= 900 )
dam *= 7.0;
else
dam *= 1.0;
}
if( IS_NPC(victim) )
{
if( ch->level >= 50 )
dam *= 0.30;
else if( victim->level >= 100 )
dam *= 0.27;
else if( victim->level >= 200 )
dam *= 0.24;
else if( victim->level >= 300 )
dam *= 0.21;
else if( victim->level >= 400 )
dam *= 0.18;
else if( victim->level >= 500 )
dam *= 0.15;
else if( victim->level >= 600 )
dam *= 0.12;
else if( victim->level >= 700 )
dam *= 0.08;
else if( victim->level >= 800 )
dam *= 0.05;
else if( victim->level >= 900 )
dam *= 0.02;
else
dam *= 1.0;
}
if( IS_ITEMAFF(victim,ITEMA_RESISTANCE) )
dam /= 2;
if( !IS_NPC(ch) && !IS_NPC(victim) )
{
FIGHT_TIMER(ch,1);
FIGHT_TIMER(victim,1);
}
if( IS_NPC(ch) && ch->stance[0] < 1 )
{
char *stance;
if( ch->level < 150 )
switch( number_range(1,5) )
{
default: stance = str_dup("viper"); break;
case 1: stance = str_dup("viper"); break;
case 2: stance = str_dup("crane"); break;
case 3: stance = str_dup("crab"); break;
case 4: stance = str_dup("mongoose"); break;
case 5: stance = str_dup("bull"); break;
}
else if( ch->level >= 150 )
switch( number_range(6,10) )
{
default: stance = str_dup("mantis"); break;
case 6: stance = str_dup("mantis"); break;
case 7: stance = str_dup("dragon"); break;
case 8: stance = str_dup("tiger"); break;
case 9: stance = str_dup("monkey"); break;
case 10: stance = str_dup("swallow"); break;
}
do_stance(ch,stance);
}
if( IS_NPC(victim) && victim->stance[0] < 1 )
{
char *stance;
if( victim->level < 150 )
switch( number_range(1,5) )
{
default: stance = str_dup("viper"); break;
case 1: stance = str_dup("viper"); break;
case 2: stance = str_dup("crane"); break;
case 3: stance = str_dup("crab"); break;
case 4: stance = str_dup("mongoose"); break;
case 5: stance = str_dup("bull"); break;
}
else if( victim->level >= 150 )
switch( number_range(6,10) )
{
default: stance = str_dup("mantis"); break;
case 6: stance = str_dup("mantis"); break;
case 7: stance = str_dup("dragon"); break;
case 8: stance = str_dup("tiger"); break;
case 9: stance = str_dup("monkey"); break;
case 10: stance = str_dup("swallow"); break;
}
do_stance(victim,stance);
}
dam = stance_mod_dam(ch,victim,dam);
if( !IS_NPC(ch) && wield != NULL && ch->fighting == victim && number_range(1,5) == 2 )
{
if( IS_WEAP(wield,WEAPON_VAMPIRIC) )
{
wdam = number_range(1,wield->level / 5 + 1) * 1.2;
act2("$p draws life from $n. [$D]",victim,wield,NULL,TO_ROOM,wdam);
act2("You feel $p drawing your life away. [$D]",victim,wield,NULL,TO_CHAR,wdam);
victim->hit -= wdam;
update_pos(victim);
ch->alignment = UMAX(-1000,ch->alignment - 1);
ch->hit += wdam;
}
if( (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)))
{
wdam = number_range(1,wield->level / 4 + 1) * 1.2;
act2("$n is burned by $p. [$D]",victim,wield,NULL,TO_ROOM,wdam);
act2("$p sears your flesh. [$D]",victim,wield,NULL,TO_CHAR,wdam);
victim->hit -= wdam;
update_pos(victim);
}
if( IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield,WEAPON_ELE_WATER) )
{
wdam = number_range(1,wield->level / 6 + 2) * 1.2;
act2("$p freezes $n. [$D]",victim,wield,NULL,TO_ROOM,wdam);
act2("The cold touch of $p surrounds you with ice. [$D]",victim,wield,NULL,TO_CHAR,wdam);
victim->hit -= wdam;
update_pos(victim);
}
if( IS_WEAP(wield,WEAPON_ELE_EARTH) )
{
wdam = number_range(1,wield->level / 5 + 2) * 1.2;
act2("$p covers $n in acid. [$D]",victim,wield,NULL,TO_ROOM,wdam);
act2("The corrosive touch of $p surrounds you with acid. [$D]",victim,wield,NULL,TO_CHAR,wdam);
victim->hit -= wdam;
update_pos( victim );
}
if( IS_WEAP(wield,WEAPON_SHOCKING) || IS_WEAP(wield,WEAPON_ELE_AIR) )
{
wdam = number_range(1,wield->level/5 + 1) * 1.2;
act2("$n is struck by lightning from $p. [$D]",victim,wield,NULL,TO_ROOM,wdam);
act2("You are shocked by $p. [$D]",victim,wield,NULL,TO_CHAR,wdam);
victim->hit -= wdam;
update_pos(victim);
}
if( IS_WEAP(wield,WEAPON_SUNBLADE))
{
wdam = number_range(wield->level/2,wield->level+1);
if( victim->alignment < -100 )
wdam *= 1.5;
if( victim->alignment < -300 )
wdam *= 1.7;
if( victim->alignment == -1000 )
wdam *= 1.8;
if( wdam > 0 )
{
act2("$n's flesh is seared by the radiant aura of $p. [$D]",victim,wield,NULL,TO_NOTVICT,wdam);
act2("Your flesh is seared by the radiant aura of $p. [$D]",victim,wield,NULL,TO_VICT,wdam);
victim->hit -= wdam;
update_pos(victim);
ch->alignment = UMAX(-1000,ch->alignment+1);
}
}
}
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_MONK)
&& HAS_TECH(victim,TECH_BLOCK)
&& !IS_NPC(ch)
&& number_range(1,10) < GET_POWERS(victim, MONK_CURR_CHI)
&& GET_POWERS(victim, MONK_BLOCK) < MAX_MONK_BLOCK)
{
GET_POWERS(victim,MONK_BLOCK)++;
stc("#7Your ability to block attacks has increased.#n\n\r",victim);
}
if( !deathmatch && !IS_NPC(victim) && !IS_NPC(ch) && GET_POWERS(ch,JEDI_STANCE) >= 1
&& GET_POWERS(ch,JEDI_STANCE) < JEDI_SKILL_CAP && ( ch->in_room->vnum < 50
|| ch->in_room->vnum > 68 ) )
{
if( number_range(1,2) == 1 )
GET_POWERS(ch,JEDI_STANCE_COUNT)++;
if( GET_POWERS(ch,JEDI_STANCE_COUNT) >= ((GET_POWERS(ch,JEDI_STANCE)+1) * JEDI_ADVANCE_COUNT) )
{
GET_POWERS(ch,JEDI_STANCE)++;
GET_POWERS(ch,JEDI_STANCE_COUNT) = 0;
stc("#7You feel a surge of energy as you have become more proficient in combat stances!#n\n\r",ch);
}
}
if( !deathmatch && !IS_NPC(victim) && !IS_NPC(ch) && GET_POWERS(ch,JEDI_DEFENSE) >= 1
&& GET_POWERS(ch,JEDI_DEFENSE) < JEDI_SKILL_CAP && ( ch->in_room->vnum < 50
|| ch->in_room->vnum > 68 ) )
{
if( number_range(1,2) == 1 )
GET_POWERS(ch,JEDI_DEFENSE_COUNT)++;
if( GET_POWERS(ch,JEDI_DEFENSE_COUNT) >= ((GET_POWERS(ch,JEDI_DEFENSE)+1) * JEDI_ADVANCE_COUNT) )
{
GET_POWERS(ch,JEDI_DEFENSE)++;
GET_POWERS(ch,JEDI_DEFENSE_COUNT) = 0;
stc("#7You feel a surge of energy as you have become more proficient in defense!#n\n\r",ch);
}
}
if( !deathmatch && !IS_NPC(victim) && !IS_NPC(ch) && GET_POWERS(ch,JEDI_ATTACK) >= 1
&& GET_POWERS(ch,JEDI_ATTACK) < JEDI_SKILL_CAP && ( ch->in_room->vnum < 50
|| ch->in_room->vnum > 68 ) )
{
if( number_range(1,2) == 1 )
GET_POWERS(ch,JEDI_ATTACK_COUNT)++;
if( GET_POWERS(ch,JEDI_ATTACK_COUNT) >= ((GET_POWERS(ch,JEDI_ATTACK)+1) * JEDI_ADVANCE_COUNT) )
{
GET_POWERS(ch,JEDI_ATTACK)++;
GET_POWERS(ch,JEDI_ATTACK_COUNT) = 0;
stc("#7You feel a surge of energy as you have become more proficient in attack!#n\n\r",ch);
}
}
dam = class_mod_damage(ch,victim,dam);
if( dt == gsn_swordstrike )
dam = number_range(1000,4000);
damage(ch,victim,dam,dt);
tail_chain();
improveskill = 0;
if( !is_safe(ch,victim) )
{
while( improveskill < 5 )
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
improveskill++;
}
}
}
int check_immune(CHAR_DATA *ch, int dam_type)
{
int immune, def;
int bit;
immune = 2;
def = IS_NORMAL;
if (dam_type == DAM_NONE)
return immune;
/* Returns immune if it has been changed at all ! */
if (immune != 2)
return immune;
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch (dam_type)
{
case(DAM_BASH): bit = RES_BASH; break;
case(DAM_PIERCE): bit = RES_PIERCE; break;
case(DAM_SLASH): bit = RES_SLASH; break;
case(DAM_FIRE): bit = RES_FIRE; break;
case(DAM_COLD): bit = RES_COLD; break;
case(DAM_LIGHTNING): bit = RES_LIGHTNING; break;
case(DAM_ACID): bit = RES_ACID; break;
case(DAM_POISON): bit = RES_POISON; break;
case(DAM_NEGATIVE): bit = RES_NEGATIVE; break;
case(DAM_HOLY): bit = RES_HOLY; break;
case(DAM_ENERGY): bit = RES_ENERGY; break;
case(DAM_MENTAL): bit = RES_MENTAL; break;
case(DAM_DISEASE): bit = RES_DISEASE; break;
case(DAM_DROWNING): bit = RES_DROWNING; break;
case(DAM_LIGHT): bit = RES_LIGHT; break;
case(DAM_CHARM): bit = RES_CHARM; break;
case(DAM_SOUND): bit = RES_SOUND; break;
default: return def;
}
if (immune == 2)
return def;
else
return immune;
}
bool damage_old( 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;
if ( victim != ch )
{
/* Certain attacks are forbidden. Most other attacks are returned. */
if ( is_safe( ch, victim ) )
return FALSE;
if ( victim->position > POS_STUNNED )
{
/* If victim is charmed, ch might attack victim's master. */
if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
set_fighting( ch, victim->master);
return FALSE;
}
}
/* 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( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_ALIEN) && IS_SET(GET_POWERS(ch, ALIEN_BITS), ALIEN_CLOAK))
REM_BIT_POWERS(ch, ALIEN_BITS, ALIEN_CLOAK);
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_SHADOW) && IS_SET(GET_POWERS(ch, SHADOW_BITS), SHADOW_INVIS) )
conceal_count(ch);
/* Damage modifiers.*/
if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 )
dam = 9 * dam / 10;
if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) )
dam /= 2;
if( IS_SET(victim->warp, WARP_CRYSTAL))
dam /= 1.5;
if( IS_SET(victim->warp, WARP_STEEL))
dam /= 1.75;
if( IS_SET(ch->warp, WARP_STRONG))
dam *= 1.10;
if( IS_SET(ch->warp, WARP_WEAK))
dam /= 1.10;
if( IS_SET(victim->warp, WARP_VULN))
dam *= 1.25;
if( dam > 1 && is_affected(ch, skill_lookup("aura")))
dam /= 2;
immune = FALSE;
switch(check_immune(victim,dam_type))
{
case(IS_DIMMUNE):
dam -= dam/3;
break;
case(IS_RESISTANT):
dam -= dam / 2;
break;
case(IS_VULNERABLE):
dam += dam * 2;
break;
}
if (show)
dam_message( ch, victim, dam, dt);
if (dam == 0)
return FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 )
victim->hit = 1;
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM );
stc( "You are mortally wounded, and will die soon, if not aided.\n\r", victim );
break;
case POS_INCAP:
act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM );
stc("You are incapacitated and will slowly die, if not aided.\n\r",victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will probably recover.",victim, NULL, NULL, TO_ROOM );
stc("You are stunned, but will probably recover.\n\r",victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
stc( "You have been KILLED!!\n\r\n\r", victim );
stop_fighting(ch, TRUE);
break;
default:
if ( dam > victim->max_hit / 4 )
stc( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 )
stc( "#1You sure are BLEEDING!\n\r", victim );
break;
}
/* Sleep spells and extremely wounded folks. */
if (victim->position == POS_DEAD && !IS_NPC(victim) && victim->class !=0 )
{
stop_fighting(victim, TRUE);
return TRUE;
}
else
update_pos(victim);
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
/* Payoff for killing things. */
if ( IS_NPC(victim) && victim->position == POS_DEAD)
{
group_gain( ch, victim );
if (IS_NPC(victim) && !IS_NPC(ch) )
ch->mkill += 1;
if ( !IS_NPC(victim))
{
if (IS_NPC(ch))
victim->mdeath += 1;
sprintf(log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name),victim->in_room->vnum );
log_string( log_buf );
}
raw_kill(victim);
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
corpse = get_obj_list( ch, "corpse", ch->in_room->contents );
if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */
do_get( ch, "all corpse" );
if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
return TRUE; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
return TRUE;
}
if ( victim == ch )
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_flee( victim, "" );
}
*/
if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 )
do_flee( victim, "" );
tail_chain( );
return TRUE;
}
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
int fake_dam = 0;
if( victim->position == POS_DEAD )
return;
if( victim != ch )
{
if( is_safe(ch,victim) )
return;
check_killer( ch, victim );
if( victim->position > POS_STUNNED )
{
if( victim->fighting == NULL )
set_fighting(victim,ch);
if( ch->fighting == NULL )
set_fighting(ch,victim);
if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim,AFF_CHARM)
&& victim->master != NULL && victim->master->in_room == ch->in_room && number_bits(3) == 0 )
{
stop_fighting(ch,FALSE);
multi_hit(ch,victim->master,TYPE_UNDEFINED);
return;
}
}
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_ALIEN) && IS_SET(GET_POWERS(ch,ALIEN_BITS),ALIEN_CLOAK) )
REM_BIT_POWERS(ch,ALIEN_BITS,ALIEN_CLOAK);
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_SHADOW) && IS_SET(GET_POWERS(ch,SHADOW_BITS),SHADOW_INVIS) )
conceal_count(ch);
if( victim->master == ch )
stop_follower(victim);
if( IS_AFFECTED(ch,AFF_HIDE) )
{
dam *= 1.5;
stc("You use your concealment to get a surprise attack!\n\r",ch);
REMOVE_BIT(ch->affected_by,AFF_HIDE);
act("$n leaps from $s concealment!",ch,NULL,NULL,TO_ROOM);
}
if( IS_SET(victim->warp,WARP_CRYSTAL) )
dam *= 0.9;
if( IS_SET(victim->warp,WARP_STEEL) )
dam *= 0.8;
if( IS_SET(ch->warp,WARP_STRONG) )
dam *= 1.10;
if( IS_SET(ch->warp,WARP_WEAK) )
dam *= 0.90;
if( IS_SET(victim->warp,WARP_VULN) )
dam *= 1.10;
if( is_affected(victim,skill_lookup("aura")))
dam *= 0.65;
if ( IS_AFFECTED(victim,AFF_SANCTUARY) )
dam *= 0.5;
if ( IS_AFFECTED(victim,AFF_PROTECT) )
dam *= 0.95;
if ( dam < 0 )
dam = 0;
if( dt >= TYPE_HIT )
{
if( IS_NPC(ch) && number_percent() < ch->level * 0.5 )
disarm(ch,victim);
if( IS_NPC(ch) && number_percent() < ch->level * 0.5 )
trip(ch,victim);
if( check_parry(ch,victim,dt) )
return;
if( check_dodge(ch,victim,dt) )
return;
}
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_DRAGON) && GET_POWERS(victim,DRAGON_FORM) == DRAGON_FORM_DRAGON
&& number_range(1,30) < 10 )
{
act("#3Your tough scales protect against $n's attack!#n",ch,NULL,victim,TO_VICT);
act("#3$N's tough scales protect against your attack!#n",ch,NULL,victim,TO_CHAR);
act("#3$N's tough scales protect against $n's attack!#n",ch,NULL,victim,TO_NOTVICT);
}
if( is_affected(victim,skill_lookup("manashield")) && (victim->mana > (dam * 2)) )
{
fake_dam = dam;
fake_dam *= 2;
victim->mana -= fake_dam;
dam = 0;
}
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_WOLF) && ( GET_POWERS(victim,DISC_LUNA) > 9
&& ( weather_info.sunlight == SUN_DARK || weather_info.sunlight == SUN_SET ) ) && (number_range(1,25) < 6)
&& victim->hit > 100 )
{
act("#3You absorb the damage and $n is struck by Luna's wrath!#n", ch,NULL,victim,TO_VICT);
act("#3$N absorbs $n's hit and $n is struck by Luna's wrath!#n",ch,NULL,victim,TO_NOTVICT);
act("#3$N absorbs your damage and you are struck by Luna's wrath!#n",ch,NULL,victim,TO_CHAR);
ch->hit -= 200;
victim->hit += 100;
}
if( !IS_NPC(victim)
&& IS_CLASS(victim,CLASS_VAMPIRE)
&& ( weather_info.sunlight == SUN_DARK || weather_info.sunlight == SUN_SET )
&& (number_range(1,30) < 10)
&& victim->hit > 0 && GET_POWERS(victim,VAMP_AGE) > AGE_CAITIFF )
{
act("#3The night enshrouds you, protecting you from harm!#n", ch,NULL,victim,TO_VICT);
act("#3The night enshrouds $N, protecting $M from harm!#n",ch,NULL,victim,TO_NOTVICT);
act("#3The night enshrouds $N, protecting $M from your attack!#n",ch,NULL,victim,TO_CHAR);
dam /= GET_POWERS(victim,VAMP_AGE);
}
if( !IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK && victim->hit > 0)
&& number_range(1,23) <= GET_POWERS(victim, MONK_CURR_CHI) )
{
act("#3Your chi energy absorbs $n's attack.#n.", ch, NULL, victim, TO_VICT);
act("#3$N's chi energy absorbs your attack#n.", ch, NULL, victim, TO_CHAR);
act("#3$N's chi energy absorbs $n' attack#n.", ch, NULL, victim, TO_NOTVICT);
dam = 0;
}
if( victim->hit > victim->max_hit )
victim->hit = victim->max_hit;
if( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
dam_message(ch,victim,dam,dt);
hurt_person(ch,victim,dam);
return;
}
void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
if ( victim->position == POS_DEAD )
return;
if ( dam > 1000 ) dam = 1000;
if ( victim != ch )
{
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/* If victim is charmed, ch might attack victim's master. */
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
if ( victim->master == ch )
stop_follower( victim );
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam /= 2;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam / 4;
if (!IS_NPC(victim) && !IS_NPC(ch)) dam = dam *2/3;
if ( dam < 0 )
dam = 0;
}
return;
}/* End of void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam )*/
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
char buf[MAX_STRING_LENGTH];
bool is_npc = FALSE;
/* Hurt the victim. Inform the victim of his new state. */
victim->hit -= dam;
if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 )
victim->hit = 1;
if ( !IS_NPC(victim) && IS_SET(victim->pcdata->powers[0], POWER_LIFE) && victim->hit <= 1 )
{
victim->hit += 5000;
REMOVE_BIT(victim->pcdata->powers[0], POWER_LIFE);
act( "$N continues to fight on with a wild fanatisism!", ch, NULL, victim, TO_CHAR );
act( "$N continues to fight on with a wild fanatisism!", ch, NULL, victim, TO_NOTVICT );
act( "You continue to fight with a wild fanatisism", ch, NULL, victim, TO_VICT );
}
if ( !IS_NPC(victim) && IS_SET(victim->newbits, NEW_CLOAK) && victim->hit < 1 )
{
victim->hit += (victim->max_hit * .25);
REMOVE_BIT(victim->newbits, NEW_CLOAK);
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM );
stc( "You are mortally wounded, and spraying blood everywhere.\n\r", victim );
/* Arena Code Retry */
if (((IS_SET(victim->act, PLR_CHALLENGER) && IS_SET(ch->act, PLR_CHALLENGED))
|| (IS_SET(victim->act, PLR_CHALLENGED) && IS_SET(ch->act, PLR_CHALLENGER)))
&& ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
&& ((victim->in_room->vnum >= 50) && (victim->in_room->vnum <= 68)) )
{
if (ch->challenged != NULL)
victim = ch->challenged;
else
victim = ch->challenger;
char_from_room(ch);
char_to_room(ch,get_room_index(69));
char_from_room(victim);
char_to_room(victim,get_room_index(70));
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
/* if (IS_AFFECTED(ch, AFF_FLAMING))
REMOVE_BIT(ch->affected_by, AFF_FLAMING); */
update_pos(ch);
do_save(ch,"");
do_look(ch, "auto");
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
/* if (IS_AFFECTED(victim, AFF_FLAMING))
REMOVE_BIT(victim->affected_by, AFF_FLAMING); */
update_pos(victim);
do_save(victim,"");
do_look(victim, "auto");
ch->challenger = NULL;
ch->challenged = NULL;
victim->challenged = NULL;
victim->challenger = NULL;
if IS_SET(victim->act, PLR_CHALLENGED)
{
REMOVE_BIT(victim->act,PLR_CHALLENGED);
REMOVE_BIT(ch->act,PLR_CHALLENGER);
}
else
{
REMOVE_BIT(ch->act,PLR_CHALLENGED);
REMOVE_BIT(victim->act,PLR_CHALLENGER);
}
stc("You were beaten.\n\r",victim);
stc("You were victorious.\n\r",ch);
ch->fight_timer = 0;
victim->fight_timer = 0;
ch->stuntimer = 0;
victim->stuntimer = 0;
victim->pcdata->alosses++;
victim->pcdata->target = NULL;
victim->fight_timer = 0;
ch->pcdata->awins++;
ch->pcdata->target = NULL;
ch->fight_timer = 0;
arena = FIGHT_OPEN;
sprintf(buf,"[ARENA] %s has been beaten by %s.",victim->pcdata->switchname,ch->pcdata->switchname);
do_info(ch,buf);
ch->pcdata->held = str_dup( "");
ch->pcdata->held_by = str_dup( "");
victim->pcdata->held = str_dup( "");
victim->pcdata->held_by = str_dup("");
arena = FIGHT_OPEN;
}
else if (IS_SET(ch->act, PLR_CHALLENGER))
do_withdraw(ch,"");
else if (IS_SET(ch->act, PLR_CHALLENGED))
do_decline(ch,"");
else if (IS_SET(victim->act, PLR_CHALLENGER))
do_withdraw(victim,"");
else if (IS_SET(victim->act, PLR_CHALLENGED))
do_decline(victim,"");
/* This is never going to work */
break;
case POS_INCAP:
act( "$N is incapacitated, and bleeding badly.",
ch, NULL, victim, TO_ROOM );
stc("You are incapacitated, and bleeding badly.\n\r", victim );
break;
case POS_STUNNED:
act( "$N is stunned, but will soon recover.",ch, NULL, victim, TO_ROOM );
stc("You are stunned, but will soon recover.\n\r",victim );
break;
case POS_DEAD:
act( "$N is DEAD!!", ch, NULL, victim, TO_ROOM );
stc( "You have been KILLED!!\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
stc( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 && dam > 0 )
{
stc( "You sure are BLEEDING!\n\r", victim );
}
break;
}
/* Sleep spells and extremely wounded folks. */
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC(victim) )
{
sprintf( log_buf, "%s killed by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
victim->in_room->vnum );
log_string( log_buf );
/* Dying penalty: 1/2 your current exp. */
if ( victim->exp > 0 )
victim->exp = victim->exp / 2;
}
if (IS_NPC(victim) && !IS_NPC(ch))
{
is_npc = TRUE;
ch->mkill += 1;
if (ch->level == 1 && ch->mkill > 4)
{
ch->level = 2;
do_save(ch,"");
}
}
if (!IS_NPC(victim) && IS_NPC(ch))
{
victim->mdeath = victim->mdeath + 1;
}
raw_kill( victim );
if ( IS_SET(ch->act, PLR_AUTOLOOT) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && is_npc )
{
if ( IS_SET(ch->act, PLR_AUTOSAC) )
{
if( IS_CLASS(ch,CLASS_WOLF) && GET_POWERS(ch,DISC_RAPTOR) > 4 )
do_devour(ch,"corpse");
else
do_sacrifice( ch, "corpse" );
}
}
return;
}
if ( victim == ch )
return;
/* Take care of link dead people. */
if ( !IS_NPC(victim) && victim->desc == NULL )
{
if ( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return;
}
}
/* Wimp out? */
if ( IS_NPC(victim) && dam > 0 )
{
if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0 && victim->hit < victim->max_hit / 2 )
|| ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
bool IS_DAMNED (CHAR_DATA *ch)
{
if( ch->level == 4 && ch->trust == 4 && !IS_NPC(ch) )
{
stc("Spirits of the damned cannot do that.\n\r", ch);
return TRUE;
}
else
return FALSE;
}
bool can_heal (CHAR_DATA *ch, CHAR_DATA *victim)
{
if( ch->level == victim->level || IS_NPC(victim) ) return TRUE;
if( IS_DAMNED(ch) || IS_DAMNED(victim) ) return FALSE;
else return FALSE;
}
bool can_stun (CHAR_DATA *ch, CHAR_DATA *victim)
{
int vict_health_index = 0;
int ch_health_index = 0;
vict_health_index = 100 * (victim->hit / victim->max_hit);
ch_health_index = 100 * (ch->hit / ch->max_hit);
if( number_percent() > vict_health_index && ch_health_index > 10 )
return TRUE;
else
return FALSE;
}
bool is_safe (CHAR_DATA * ch, CHAR_DATA * victim)
{
bool found = FALSE;
OBJ_DATA *obj;
if( ch == victim)
return FALSE;
if( (ch->level >= 3 && victim->level >= 3) && deathmatch )
return FALSE;
if( victim->stasis)
{
stc("Not while they are in stasis.\n\r", ch);
return TRUE;
}
if( ch->in_room == NULL || victim->in_room == NULL)
return TRUE;
if( (ch->in_room->vnum < 50 || ch->in_room->vnum > 68)
|| (victim->in_room->vnum < 50 || victim->in_room->vnum > 68) )
{
if ( !IS_NPC(victim) && !IS_NPC(ch) )
{
if( (IS_DAMNED(ch) || IS_DAMNED(victim) ) && (!deathmatch) ) return TRUE;
}
}
if (!IS_NPC (victim) && !IS_NPC (ch))
{
/*if (!CAN_PK (ch) || !CAN_PK (victim))*/
if ( (ch->level < 3) || (victim->level < 3))
{
stc ("Both players must be avatars to fight.\n\r", ch);
return TRUE;
}
}
/* It seems we have a problem with people PKing in groups.
* I don't have much of a taste for this tactic...And it
* seems to be driving a few players away; so I'll fix it.
* --Kline
*/
if( !IS_NPC(victim) && !IS_NPC(ch) && nogroup )
{
if( ( IS_SET(victim->act,PLR_NO_GROUP) && !IS_SET(ch->act,PLR_NO_GROUP) )
|| ( !IS_SET(victim->act,PLR_NO_GROUP) && IS_SET(ch->act,PLR_NO_GROUP) ) )
{
stc("You can only fight another person of the same grouping status!\n\r",ch);
return TRUE;
}
if( IS_SET(victim->act,PLR_NO_GROUP) && victim->fight_timer > 10 && victim->pcdata->target != NULL )
{
if( str_cmp(victim->pcdata->target,ch->pcdata->switchname) )
{
stc("You can't attack somebody who was just recently in a fight with another!\n\r",ch);
return TRUE;
}
}
}
if( ch->login_timer > 0)
{
stc("Not with your login timer active.\n\r", ch);
return TRUE;
}
if( victim->login_timer > 0)
{
stc("Not with their login timer active.\n\r", ch);
return TRUE;
}
if( victim->paintball[PAINT_ON] == 1)
{
stc("They are currently in paintball wars.\n\r", ch);
return TRUE;
}
if(ch->paintball[PAINT_ON] == 1)
{
stc("You are in paintball wars..no fighting.\n\r", ch);
return TRUE;
}
if (victim->fight_timer > 0 && !IS_NPC(victim))
return FALSE;
/* Ethereal people can only attack other ethereal people */
if (IS_AFFECTED (ch, AFF_ETHEREAL) && !IS_AFFECTED (victim, AFF_ETHEREAL))
{
stc ("You cannot while ethereal.\n\r", ch);
return TRUE;
}
if (!IS_AFFECTED (ch, AFF_ETHEREAL) && IS_AFFECTED (victim, AFF_ETHEREAL))
{
stc ("You cannot fight an ethereal person.\n\r", ch);
return TRUE;
}
/* You cannot attack across planes */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && !IS_AFFECTED (victim, AFF_SHADOWPLANE))
{
act ("You are too insubstantial!", ch, NULL, victim, TO_CHAR);
return TRUE;
}
if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && IS_AFFECTED (victim, AFF_SHADOWPLANE))
{
act ("$E is too insubstantial!", ch, NULL, victim, TO_CHAR);
return TRUE;
}
if( (ch->in_room == NULL) || (victim == NULL))
return TRUE;
if( IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !IS_NPC(victim))
{
if( (victim->level >= 3) && victim->pkill >= 5)
return FALSE;
if( (victim->level >= 3) && victim->pkill < 5)
return TRUE;
for( obj = victim->carrying; obj != NULL; obj = obj->next_content )
{
if( IS_SET( obj->quest, QUEST_ARTIFACT))
found = TRUE;
}
if( found == TRUE)
return FALSE;
if (IS_ITEMAFF(victim, ITEMA_ARTIFACT))
return FALSE;
stc ("You cannot fight in a safe room.\n\r", ch);
return TRUE;
}
if( !IS_NPC(victim) && IS_SET(victim->in_room->room_flags, ROOM_SAFE) && !IS_NPC(ch))
{
if( (victim->level >= 3) && victim->pkill >= 5)
return FALSE;
if( (victim->level >= 3) && victim->pkill < 5)
return TRUE;
for( obj = victim->carrying; obj != NULL; obj = obj->next_content )
{
if( IS_SET( obj->quest, QUEST_ARTIFACT))
found = TRUE;
}
if( found == TRUE)
return FALSE;
if (IS_ITEMAFF(victim, ITEMA_ARTIFACT))
return FALSE;
stc ("You cannot fight in a safe room.\n\r", ch);
return TRUE;
}
/* ARENA room checking */
if( (ch->in_room != NULL) && (victim->in_room != NULL) && IS_SET (ch->in_room->room_flags, ROOM_ARENA)
&& IS_SET (victim->in_room->room_flags, ROOM_ARENA))
return FALSE;
if (IS_HEAD (ch, LOST_HEAD) || IS_EXTRA (ch, EXTRA_OSWITCH))
{
stc ("Objects cannot fight!\n\r", ch);
return TRUE;
}
else if (IS_HEAD (victim, LOST_HEAD) || IS_EXTRA (victim, EXTRA_OSWITCH))
{
stc ("You cannot attack an object.\n\r", ch);
return TRUE;
}
/*boogie*/
if (IS_AFFECTED(victim, AFF_CHARM) && IS_NPC(victim) && ch->level < 3 && !IS_NPC(ch))
return TRUE;
if (IS_AFFECTED(ch, AFF_CHARM) && IS_NPC(ch) && victim->level < 3 && !IS_NPC(victim))
return TRUE;
if (is_same_group(ch, victim))
return TRUE;
if (IS_NPC(ch) && IS_NPC(victim) && victim->level < 5)
return TRUE;
if (IS_NPC (ch) || IS_NPC (victim))
return FALSE;
if (!IS_NPC(victim) && victim->level > 7)
{
stc("You are not permitted to attack an immortal.\n\r", ch);
return TRUE;
}
/* Thx Josh! */
if (victim->fighting == ch)
return FALSE;
if (IS_ITEMAFF (ch, ITEMA_PEACE))
{
stc ("You are unable to attack them.\n\r", ch);
return TRUE;
}
if (IS_ITEMAFF (victim, ITEMA_PEACE))
{
stc ("You can't seem to attack them.\n\r", ch);
return TRUE;
}
return FALSE;
if( (ch->in_room->vnum >= 50 && ch->in_room->vnum <= 68)
&& (victim->in_room->vnum >= 50 && victim->in_room->vnum <= 68) )
return FALSE;
}
bool no_attack (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (!IS_NPC (ch) && !IS_NPC (victim)) {
/*if (!CAN_PK (ch) || !CAN_PK (victim)) */
if ( (ch->level <= 2) || (victim->level <= 2))
{
stc ("Both players must be avatars to fight.\n\r", ch);
return TRUE;
}
}
if (victim->fight_timer > 0 && !IS_NPC(victim))
return FALSE;
/* Ethereal people can only attack other ethereal people */
if (IS_AFFECTED (ch, AFF_ETHEREAL) && !IS_AFFECTED (victim, AFF_ETHEREAL)) {
stc ("You cannot while ethereal.\n\r", ch);
return TRUE;
}
if (!IS_AFFECTED (ch, AFF_ETHEREAL) && IS_AFFECTED (victim, AFF_ETHEREAL)) {
stc ("You cannot fight an ethereal person.\n\r", ch);
return TRUE;
}
/* You cannot attack across planes */
if (IS_AFFECTED (ch, AFF_SHADOWPLANE) && !IS_AFFECTED (victim, AFF_SHADOWPLANE)) {
act ("You are too insubstantial!", ch, NULL, victim, TO_CHAR);
return TRUE;
}
if (!IS_AFFECTED (ch, AFF_SHADOWPLANE) && IS_AFFECTED (victim, AFF_SHADOWPLANE)) {
act ("$E is too insubstantial!", ch, NULL, victim, TO_CHAR);
return TRUE;
}
if (IS_SET (ch->in_room->room_flags, ROOM_SAFE) && !IS_NPC(victim))
{
if ((victim->level >= 3) && victim->race >= 10)
return FALSE;
stc ("You cannot fight in a safe room.\n\r", ch);
return TRUE;
}
if (IS_HEAD (ch, LOST_HEAD) || IS_EXTRA (ch, EXTRA_OSWITCH)) {
stc ("Objects cannot fight!\n\r", ch);
return TRUE;
} else if (IS_HEAD (victim, LOST_HEAD) || IS_EXTRA (victim, EXTRA_OSWITCH)) {
stc ("You cannot attack objects.\n\r", ch);
return TRUE;
}
if (!IS_NPC(victim) && victim->level > 7)
{
stc("You are not permitted to attack an immortal.\n\n", ch);
return TRUE;
}
return FALSE;
}
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*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) )
return;
/* Charm-o-rama. */
if ( IS_SET(ch->affected_by, AFF_CHARM) )
{
if ( ch->master == NULL )
{
affect_strip( ch, gsn_charm_person );
REMOVE_BIT( ch->affected_by, AFF_CHARM );
return;
}
stop_follower( ch );
return;
}
return;
}/* End of void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) */
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( IS_NPC(victim) )
obj = NULL;
if( ch->in_room == NULL)
return FALSE;
if( victim->in_room == NULL)
return FALSE;
else
{
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL || obj->item_type != ITEM_WEAPON )
{
if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL || obj->item_type != ITEM_WEAPON )
return FALSE;
}
}
if (dt < 1000 || dt > 1012)
return FALSE;
if (!IS_NPC(ch))
chance -= (ch->wpn[dt-1000] * 0.1);
else
chance -= (ch->level * 0.1);
if (!IS_NPC(victim))
chance += (victim->wpn[dt-1000] * 0.5);
else
chance += (victim->level * 0.25);
chance -= (class_hitroll(ch) * 0.005);
if( !IS_NPC(ch))
chance -= class_parry(ch);
if( !IS_NPC(victim))
chance += class_parry(victim);
chance += stance_mod_apd(victim,ch);
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_DRAGON) && ch->stance[0] <= 0 )
chance = 25;
else if( ch->stance[0] >= 1 )
chance /= 4;
if( chance > 75)
chance = 75;
if( chance < 25)
chance = 25;
if ( number_percent() >= chance )
return FALSE;
if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance = 0;
if( (ch->in_room == NULL) || (victim->in_room == NULL))
return FALSE;
if ( !IS_AWAKE(victim) )
return FALSE;
if (!IS_NPC(ch))
chance -= (ch->wpn[dt-1000] * 0.1);
else
chance -= (ch->level * 0.1);
if (!IS_NPC(victim))
chance += (victim->wpn[0] * 0.5);
else
chance += (victim->level * 0.25);
chance -= (class_hitroll(ch) * 0.005);
if( !IS_NPC(ch))
chance -= class_dodge(ch);
if( !IS_NPC(victim))
chance += class_dodge(victim);
chance += stance_mod_apd(victim,ch);
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_DRAGON) && ch->stance[0] <= 0 )
chance = 25;
else if( ch->stance[0] >= 1 )
chance /= 4;
if( chance > 75)
chance = 75;
if( chance < 25 )
chance = 25;
if ( number_percent( ) < 100 && number_percent( ) >= chance )
return FALSE;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
void update_pos( CHAR_DATA *victim )
{
// CHAR_DATA *mount;
if( victim == NULL)
return;
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED && victim->stuntimer == 0 )
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (!IS_NPC(victim) && victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit || !gm_stance)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
/*else if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
*/
if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING)
stop_fighting(victim,TRUE);
return;
}
if ( IS_NPC(victim) || victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 )
victim->position = POS_MORTAL;
else if ( victim->hit <= -3 )
{
if( !IS_NPC(victim) && IS_SET(victim->pcdata->powers[0], POWER_LIFE))
{
victim->hit += 5000;
victim->position = POS_STANDING;
REMOVE_BIT(victim->pcdata->powers[0], POWER_LIFE);
stc("Your fanatisism drives you to keep fighting!\n\r",victim);
act("$n rises and continues to fight!", victim, NULL, NULL, TO_ROOM);
}
else
victim->position = POS_INCAP;
}
else
victim->position = POS_STUNNED;
return;
}/* End of void update_pos( CHAR_DATA *victim ) */
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
// CHAR_DATA *holder;
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;
if( !IS_NPC(ch) && !IS_NPC(victim) )
ch->pcdata->target = str_dup(victim->pcdata->switchname);
ch->position = POS_FIGHTING;
/* if(!IS_NPC(ch) && ch->pcdata->held_by != NULL
&& ch->pcdata->held_by != '\0' )
{
holder = get_char_world(ch, ch->pcdata->held_by);
if( holder == NULL)
ch->pcdata->held_by = strdup( "");
else
do_drelease(holder, holder->pcdata->held);
}
if( !IS_NPC(victim) && victim->pcdata->held_by != NULL
&& victim->pcdata->held_by != '\0' )
{
holder = get_char_world(victim, victim->pcdata->held_by);
if( holder == NULL )
do_drelease(holder, holder->pcdata->held);
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DRAGON)
&& ch->pcdata->held != NULL
&& ch->pcdata->held != '\0' )
do_drelease(ch, ch->pcdata->held);
if( !IS_NPC(ch) && IS_CLASS(victim, CLASS_DRAGON)
&& victim->pcdata->held != NULL
&& victim->pcdata->held != '\0' )
do_drelease(victim, victim->pcdata->held);
*/
return;
}
void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (victim==NULL)
{
ch->embracing=NULL;
return;
}
victim->embraced=NULL;
ch->embracing=NULL;
return;
}
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
update_pos( fch );
}
}
if( IS_CLASS(ch, CLASS_DRAGON)
&& ch->pcdata->held != NULL
&& ch->pcdata->held != '\0'
&& !IS_NPC(ch)
&& ch->hit <= 0 )
{
do_drelease(ch, ch->pcdata->held);
}
return;
}
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 4, 8 );
corpse->value[2]= ch->pIndexData->vnum;
corpse->level = ch->level;
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 30);
}
if (IS_SET(ch->extra, EXTRA_ZOMBIE))
SET_BIT(corpse->quest, QUEST_ZOMBIE);
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
if ( IS_SET( obj->extra_flags, ITEM_VANISH ) )
extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
/* If you die in the shadowplane, your corpse should stay there */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
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->to_room != NULL && pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0')
return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_FINAL_TURD;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
if (IS_NPC(ch))
obj->timer = number_range(2,5);
else
obj->timer = -1;
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(2,3);
}
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL)
ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(2,3);
}
/* For blood :) KaVir */
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2;
/* For voodoo dolls - KaVir */
if (!IS_NPC(ch))
{
sprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
sprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
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 (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill( CHAR_DATA *victim )
{
CHAR_DATA *mount;
stop_fighting( victim, TRUE );
//death_cry( victim );
make_corpse( victim );
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
save_char_obj( victim );
return;
}
void behead( CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim))
return;
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
sprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
int xp;
int members;
/* 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 ( (IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch )
return;
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
members = 1;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) )
continue;
xp = xp_compute( gch, victim );
xp = xp / members;
get_points(gch, victim);
sprintf( buf, "You receive %d experience points.\n\r", xp );
stc( buf, gch );
if ((mount = gch->mount) != NULL) stc( buf, mount );
gain_exp( gch, xp );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
}
}
return;
}
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
int xp = 0;
int diff;
diff = (victim->level * 20) - gch->explevel + 5;
if (diff > 10000)
diff = 10000;
if (diff > 39) xp = diff * 40;
else if (diff > 29) xp = diff * 35;
else if (diff > 9) xp = diff * 30;
else if (diff >= 0) xp = 100 + (diff * 20);
else if (diff >= -10) xp = 100 + (diff * 5);
else if (diff >= -20) xp = 90 + (diff * 4);
else return 0;
// PLayer kills
if (!IS_NPC(victim)) xp *= 3;
// randomize the rewards
xp = number_range (xp * 6/5, xp * 7/6);
// No exp for zombies and shit like that.
if (IS_SET(victim->act, ACT_NOEXP)) xp = 0;
if (xp > 7500) xp = 7500 + xp / 7;
if( get_hours_played(gch) <= 4 )
{
xp *= 1.5;
stc("Newbie Exp!\n\r", gch);
}
xp *= 3; /* This was 4, till Kline came along. */
xp *= config_info->research_exp_mult;
xp /= config_info->research_exp_div;
if( !IS_NPC(gch) && gch->level < 3 && gch->trust < 3 && gch->pcdata->remort > 0)
xp /= (gch->pcdata->remort + 1);
if (xp < 0)
xp = 1;
xp *= global_exp_mult;
xp *= exp_who;
xp *= config_info->ap_exp_mult;
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
static char * const attack_table[] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suck"
};
static char * const attack_table2[] =
{
"hits",
"slices", "stabs", "slashes", "whips", "claws",
"blasts", "pounds", "crushes", "greps", "bites",
"pierces", "sucks"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
int damp;
int bodyloc;
int recover;
bool critical = FALSE;
char punct;
if (!IS_NPC(ch) && ( IS_CLASS(ch,CLASS_WOLF && IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_REND))
&& dam>0 && number_range(1,7) == 5)) critical=TRUE;
if( critical && IS_SET(victim->warp, WARP_CRYSTAL))
dam *= 2;
if ( dam == 0 ) { vs = " miss"; vp = " misses"; }
else if ( dam <= 25 ) { vs = " with laughable force"; vp = " with laughable force";}
else if ( dam <= 50 ) { vs = " lightly"; vp = " lightly"; }
else if ( dam <= 100 ) { vs = ""; vp = ""; }
else if ( dam <= 250 ) { vs = " hard"; vp = " hard"; }
else if ( dam <= 500 ) { vs = " very hard"; vp = " very hard"; }
else if ( dam <= 700 ) { vs = " really hard"; vp = " really hard";}
else if ( dam <= 900 ) { vs = " insanely hard!"; vp = " insanely hard!";}
else if ( dam <= 1100 ) { vs = " amazingly hard!!";vp = " amazingly!!";}
else if ( dam <= 1300 ) { vs = " GODDAMN HARD";vp= " GODDAMN HARD";}
else if ( dam <= 1550 ) { vs = " -#3LUDICROUSLY HARD#n-";vp= " -#3LUDICROUSLY HARD#n-";}
else if ( dam <= 1750 ) { vs = " for #3**#1 SOUL WRENCHING DAMAGE #3**#n";vp= " #3**#1 SOUL WRENCHING DAMAGE #3**#n";}
else { vs = " for #1-==*#6 EARTH #3SHATTERING #6DAMAGE #1*==-";vp = " for #1-==*#6 EARTH #3SHATTERING #6DAMAGE #1*==-";}
/* If victim's hp are less/equal to 'damp', attacker gets a death blow */
if (IS_NPC(victim))
damp = 0;
else
damp = -10;
if ( (victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) )
{
punct = (dam <= 250) ? '.' : '!';
if ( dt == TYPE_HIT && !IS_NPC(ch) )
{
if (dam == 0)
{
sprintf( buf1, "$n%s $N%c[%d]", vp, punct, dam );
sprintf( buf2, "You%s $N%c[%d]", vs, punct, dam );
sprintf( buf3, "$n%s you%c", vp, punct );
}
else
{
sprintf( buf1, "$n hits $N%s%c[%d]", vp, punct, dam );
sprintf( buf2, "You hit $N%s%c[%d]", vs, punct, dam );
sprintf( buf3, "$n hits you%s%c[%d]", vp, punct, dam );
critical = TRUE;
}
if( IS_CLASS(ch,CLASS_WOLF) && IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_CLAWS) )
{
if( !IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_FCLAW) )
{
sprintf( buf1, "$n's claws hits $N%s%c[%d]", vp, punct, dam);
sprintf( buf2, "Your claws hits $N%s%c[%d]", vp, punct, dam);
sprintf( buf3, "$n's claws hits you%s%c[%d]", vp, punct, dam);
}
else if( IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_FCLAW) )
{
sprintf( buf1, "$n's flaming claws hits $N%s%c[%d]", vp, punct, dam);
sprintf( buf2, "Your flaming claws hits $N%s%c[%d]", vp, punct, dam);
sprintf( buf3, "$n's flaming claws hits you%s%c[%d]", vp, punct, dam);
}
}
if( IS_CLASS(ch, CLASS_DRAGON) && GET_POWERS(ch, DRAGON_FORM) == DRAGON_FORM_DRAGON)
{
sprintf( buf1, "$n's enormous claws hit $N%s%c[%d]", vp, punct, dam);
sprintf( buf2, "Your enormous claws hit $N%s%c[%d]", vp, punct, dam);
sprintf( buf3, "$n's enormous claws hit you%s%c[%d]", vp, punct, dam);
}
}
else
{
if ( dt == TYPE_HIT && !IS_NPC(ch))
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
sprintf( buf1, "$n's %s%s $N%c[%d]", attack, vp, punct, dam );
sprintf( buf2, "Your %s%s $N%c[%d]", attack, vp, punct, dam );
sprintf( buf3, "$n's %s%s you%c[%d]", attack, vp, punct, dam );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
sprintf( buf1, "$n's %s strikes $N%s%c[%d]", attack2, vp, punct, dam );
sprintf( buf2, "Your %s strikes $N%s%c[%d]", attack, vp, punct, dam );
sprintf( buf3, "$n's %s strikes you%s%c[%d]", attack2, vp, punct, dam );
}
else if ((IS_CLASS(ch,CLASS_WOLF) && IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_FCLAW)))
{
sprintf( buf1, "$n's flaming %s hits $N%s%c[%d]", attack2, vp, punct, dam);
sprintf( buf2, "Your flaming %s hits $N%s%c[%d]", attack, vp, punct, dam);
sprintf( buf3, "$n's flaming %s hits you%s%c[%d]", attack2, vp, punct, dam);
}
else
{
sprintf( buf1, "$n %s $N%s%c[%d]", attack2, vp, punct, dam );
sprintf( buf2, "You %s $N%s%c[%d]", attack, vp, punct, dam );
sprintf( buf3, "$n %s you%s%c[%d]", attack2, vp, punct, dam );
critical = TRUE;
}
}
recover = 0;
/* Check for weapon resistance - KaVir */
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLASH) && (attack == "slash" || attack == "slice") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_STAB) && (attack == "stab" || attack == "pierce") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SMASH) && (attack == "blast" || attack == "pound"
|| attack == "crush") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_ANIMAL) && (attack == "bite" || attack == "claw") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_MISC) && (attack == "grep" || attack == "suck" || attack == "whip") && dam > 0 )
recover = number_range(1,dam);
}
act( buf1, ch, NULL, victim, TO_NOTVICT );
act( buf2, ch, NULL, victim, TO_CHAR );
act( buf3, ch, NULL, victim, TO_VICT );
if (critical) critical_hit(ch,victim,dt,dam);
return;
}
if ( dt == TYPE_HIT && !IS_NPC( ch ))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
}
return;
}
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
attack = attack_table[dt - TYPE_HIT];
else
{
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R))
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L))
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24)
bodyloc = 24;
if (bodyloc >= 16)
{
bodyloc -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
}
if (bodyloc >= 8)
{
bodyloc -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
}
if (bodyloc >= 4)
{
bodyloc -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
}
if (bodyloc >= 2)
{
bodyloc -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
}
if (bodyloc >= 1)
{
bodyloc -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( !IS_NPC( ch ) && (attack == "bite"))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( !IS_NPC(ch) && (attack == "claw"))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze the life out of $S.", ch, NULL, victim, TO_CHAR);
act("$n entangle $N around the neck, and squeezes the life out of $S.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
}
return;
}
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
/* I'm fed up of being disarmed every 10 seconds - KaVir */
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
return;
if (!IS_IMMUNE(ch, IMM_DISARM))
return;
if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
{
if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
return;
}
sprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
/* Loyal weapons come back ;) KaVir */
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if ( IS_NPC(victim) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
if (IS_AFFECTED(victim,AFF_FLYING))
return;
if( !IS_NPC(victim) && IS_CLASS(victim, CLASS_DRAGON))
{
if( IS_SET(GET_POWERS(victim, DRAGON_FLAGS), DRAGON_FLY))
return;
}
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
return;
if ( victim->wait == 0)
{
sprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ((IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)) && ch->pcdata->chobj != NULL)
{
stc("You cannot do this as a weapon.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
stc( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
stc( "You cannot kill yourself!\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ((ch->class == 0) && ch->in_room->vnum == 3230)
return;
if (IS_AFFECTED(victim,AFF_ETHEREAL) && !IS_AFFECTED(ch,AFF_ETHEREAL))
{
stc("You cannot attack their vapoury form.\n\r", ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if( victim != ch->fighting )
{
if( IS_NPC(victim) )
sprintf(buf, "#4You turn your attack on #7%s#4!#n\n\r", victim->short_descr);
else
sprintf(buf, "#4You turn your attack on #7%s#4!#n\n\r", victim->name);
stc(buf,ch);
if( !IS_NPC(victim) && IS_AWAKE(victim) )
{
sprintf(buf, "#7%s #4turns their attack towards you!#n\n\r", ch->name);
stc(buf,victim);
}
set_fighting(ch,victim);
if( victim->fighting == NULL )
set_fighting(victim,ch);
}
else
{
stc("#4You are already fighting them!#n\n\r", ch);
return;
}
/*
if ( ch->position == POS_FIGHTING )
{
stc( "You do the best you can!\n\r", ch );
return;
}*/
if( IS_NPC(victim) )
{
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
else
{
check_killer(ch,victim);
multi_hit(ch,victim,TYPE_UNDEFINED);
return;
}
return;
}
/* Old circle, new moved to shadow.c
void do_circle (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument (argument, arg);
if (IS_NPC (ch))
return;
if ((victim = get_char_room (ch, arg)) == NULL) {
if (ch->fighting == NULL) {
stc ("They aren't here.\n\r", ch);
return;
} else
victim = ch->fighting;
}
if (victim == ch) {
stc ("How can you circle yourself?\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (((obj = get_eq_char (ch, WEAR_WIELD)) == NULL
|| obj->value[3] != 11)
&& ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL
|| obj->value[3] != 11)) {
stc ("You need to wield a piercing weapon.\n\r", ch);
return;
}
check_killer (ch, victim);
if (number_percent () > 10)
multi_hit (ch, victim, gsn_circle);
else
damage (ch, victim, 0, gsn_circle);
WAIT_STATE (ch, 10);
return;
}*/
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int chance;
char buf[MAX_STRING_LENGTH];
bool go = FALSE;
bool class = FALSE;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
stc("Backstab whom?\n\r", ch);
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r", ch);
return;
}
if( victim == ch )
{
stc("How can you sneak up on yourself?\n\r", ch);
return;
}
if( is_safe( ch, victim ) )
return;
if( victim->fighting !=NULL )
{
stc("You can't backstab a fighting person.\n\r", ch);
return;
}
if( victim->hit < (victim->max_hit * 0.85) && victim->position > POS_SLEEPING )
{
act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR );
return;
}
if( ch->race >= 12 && !IS_CLASS(ch, CLASS_SHADOW) )
class = FALSE;
else if( IS_CLASS(ch, CLASS_SHADOW) )
class = TRUE;
check_killer( ch, victim );
if( class && GET_POWERS(ch, SHADOW_BACKSTAB) > 2 )
WAIT_STATE( ch, skill_table[gsn_backstab].beats / 2);
else
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if( ( ch->race < 12 && !class ) || ( class && GET_POWERS(ch, SHADOW_BACKSTAB) < 1 ) )
{
stc("You fumble about clumsily; unable to figure out the proper technique!\n\r", ch);
return;
}
if( class )
{
chance = 10+number_range(5,15)+GET_POWERS(ch, SHADOW_BACKSTAB);
if( IS_AWAKE( victim ) )
dam = number_range(500,750);
else
dam = number_range(1000,1500);
if( IS_AFFECTED(ch,AFF_HIDE) )
dam *= 1.5;
if( IS_AFFECTED(ch,AFF_SNEAK) )
dam *= 1.5;
if( GET_POWERS(ch, SHADOW_BACKSTAB) == 5 )
dam *= 2;
if( number_range(1,100) < chance )
{
go = TRUE;
dam *= 2;
}
if( GET_POWERS(ch, SHADOW_BACKSTAB) < 5 )
INC_POWERS(ch, SHADOW_LEV_BS);
if( GET_POWERS(ch, SHADOW_LEV_BS) >= ( SHADOW_LEV_GAIN * GET_POWERS(ch, SHADOW_BACKSTAB) )
&& GET_POWERS(ch, SHADOW_BACKSTAB) < 5 )
{
stc("Your mastery of backstab has increased!\n\r", ch);
GET_POWERS(ch, SHADOW_LEV_BS) = 0;
INC_POWERS(ch, SHADOW_BACKSTAB);
}
}
else
{
dam = number_range(250,500);
if( IS_AFFECTED(ch,AFF_HIDE) )
dam *= 1.30;
if( IS_AFFECTED(ch,AFF_SNEAK) )
dam *= 1.30;
if( !IS_AWAKE(victim) )
dam *= 1.30;
}
sprintf( buf, "You plunge your weapon deep into $N's back! [%d]", dam );
act( buf, ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n plunges $s weapon deep into your back! [%d]", dam );
act( buf, ch, NULL, victim, TO_VICT );
sprintf( buf, "$n plunges $m weapon deep into $N's back! [%d]", dam );
act( buf, ch, NULL, victim, TO_NOTVICT );
if( go )
{
sprintf(buf, "You hear a loud CRACK!");
do_recho(ch,buf);
}
victim->hit -= dam;
multi_hit(ch,victim,TYPE_UNDEFINED);
return;
}
/* Original backstab
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
stc( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
stc( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD
) ) == NULL
|| obj->value[3] != 11 ) )
{
stc( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
stc( "You can't backstab a fighting person.\n\r", ch );
return;
}
if (victim->hit <= 5000 )
{
act( "$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 ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB))
damage( ch, victim, 0, gsn_backstab );
else if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
*/
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
stc( "You aren't fighting anyone.\n\r", ch );
return;
}
if(ch->move <= 0)
{
stc("You can't find the energy to leave.\n\r",ch);
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
stc("You are unable to move with all this sticky webbing on.\n\r",ch);
WAIT_STATE(ch,12);
return;
}
if (!IS_NPC(ch) && ch->rage >= 100)
{
stc("Your rage is too great!\n\r",ch);
WAIT_STATE(ch,12);
return;
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_WHIRLWIND) && (number_percent() > 30))
{
stc("A wall of whirling wind blocks your way.\n\r", ch);
WAIT_STATE(ch, 12);
return;
}
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_WOLF) && IS_SET(GET_POWERS(victim,WOLF_BITS),BIT_JAW) && (number_percent() > 25))
{
act("Not with $N's jaws clamped on your neck!",ch,NULL,victim,TO_CHAR);
act("$n cannot escape your clamped jaws!",ch,NULL,victim,TO_VICT);
act("$n cant escape $N's clamped jaws!",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(ch,12);
return;
}
if( !IS_NPC(victim) && IS_CLASS(victim,CLASS_VAMPIRE) && IS_SET(GET_POWERS(victim,VAMP_BITS),BIT_COIL) && (number_percent() > 25))
{
act("Not with $N's body coiled around you!",ch,NULL,victim,TO_CHAR);
act("$n cannot escape your coiled body!",ch,NULL,victim,TO_VICT);
act("$n cant escape $N's coiled body!",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(ch,12);
return;
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_WOLF) && IS_SET(GET_POWERS(ch,WOLF_BITS),BIT_JAW) )
{
act("Not with your jaws clamped around $N!",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,12);
return;
}
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_COIL) )
{
act("Not with your body coiled around $N!",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,12);
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if( ((pexit = was_in->exit[door] ) == 0) ||( pexit->to_room == NULL)
|| (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR)))
|| ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
stc( "You flee from combat! Coward!\n\r", ch );
WAIT_STATE(ch,12);
stop_fighting( ch, TRUE );
check_trap(ch);
return;
}
WAIT_STATE(ch,12);
stc( "You were unable to escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if( nogroup && IS_SET(ch->act,PLR_NO_GROUP) )
{
stc("You fight solo, no need to rescue others!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
stc( "What about fleeing instead?\n\r", ch );
return;
}
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
stc( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
stc( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
stc( "That person is not fighting right now.\n\r", ch );
return;
}
if( nogroup && IS_SET(victim->act,PLR_NO_GROUP) )
{
stc("They fight solo, no need to rescue them!\n\r",ch);
return;
}
if ( is_safe(ch, fch) || is_safe(ch, victim) )
return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
stc( "You fail the rescue.\n\r", ch );
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 );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
check_killer( ch, fch );
set_fighting( ch, fch );
set_fighting( fch, ch );
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int dam;
int stance;
int hitpoints;
if (IS_NPC(ch))
return;
if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level)
{
stc("First you should learn to kick.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
stc( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += (class_damroll(ch)/number_range(8,4));
if (dam == 0)
dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( !IS_NPC(ch) )
dam = dam + (dam * ((ch->wpn[0]+1) / 100));
if ( !IS_NPC(ch) )
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) )
dam *= 1.25;
else
dam *= 1.50;
}
if ( !IS_NPC(victim) && dam > 750 )
dam = 750;
if ( dam <= 0 )
dam = 2;
hitpoints = victim->hit;
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK))
{
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
else damage( ch, victim, dam, gsn_kick );
return;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
one_argument(argument,arg);
if ( IS_NPC(ch) )
return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
stc( "First you should learn to punch.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ch == victim )
{
stc( "You cannot punch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
if ( victim->hit < victim->max_hit )
{
stc( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
stc( "You can only punch someone who is standing.\n\r", ch );
return;
}
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += class_damroll(ch);
if (dam == 0)
dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( !IS_NPC(ch) )
dam = dam + (dam * (ch->wpn[0] / 100));
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1)
return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
return;
}
void do_berserk( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ((IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)) && ch->pcdata->chobj != NULL)
{
stc("You cannot do this as a weapon.\n\r", ch);
return;
}
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
stc( "You are not wild enough to go berserk.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4)
continue;
if ( vch->in_room == NULL )
continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
{
if ( mount == vch )
continue;
}
if (is_safe(ch, vch))
continue;
if (can_see(ch,vch))
{
if( check_beast(ch) )
{
if( !IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_GOLCANDA)
&& !IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_DARK_GOLC) )
{
if( GET_POWERS(ch,VAMP_BEAST) < 200 )
GET_POWERS(ch,VAMP_BEAST)++;
if( GET_POWERS(ch,VAMP_BEAST) == 100 )
stc("You feel your beast consume you!\n\r",ch);
else
stc("You feel your beast taking more control.\n\r",ch);
}
}
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
return;
}
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int rev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 )
{
stc("Maybe you should learn the skill first?\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("Who do you wish to hurl?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
stc("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
stc( "How can you hurl yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
stc("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
stc("But they are riding!\n\r",ch);
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
stc("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( IS_NPC(victim) && victim->level > 500 )
{
stc("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit) || ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
stc("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
rev_dir = 0;
if ( arg2[0] == '\0' )
door = number_range(0,3);
else
{
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) )
door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) )
door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) )
door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) )
door = 3;
else
{
stc("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0)
{
sprintf(direction,"north");
rev_dir = 2;
}
if (door == 1)
{
sprintf(direction,"east");
rev_dir = 3;
}
if (door == 2)
{
sprintf(direction,"south");
rev_dir = 0;
}
if (door == 3)
{
sprintf(direction,"west");
rev_dir = 1;
}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch))
ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch))
victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
raw_kill(victim);
return;
}
return;
}
pexit = victim->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR ) && !IS_AFFECTED(victim,AFF_ETHEREAL) )
{
if( ch->in_room->vnum >= 26000 && ch->in_room->vnum <= 26206 )
{
stc("They ricochet off the closed exit and land on your dumb ass!\n\r", ch);
ch->hit -= 5000;
return;
}
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir] ) != NULL
&& pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL )
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0)
sprintf(direction,"south");
if (door == 1)
sprintf(direction,"west");
if (door == 2)
sprintf(direction,"north");
if (door == 3)
sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch))
ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch))
victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
raw_kill(victim);
return;
}
}
}
else
{
sprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0)
sprintf(direction,"south");
if (door == 1)
sprintf(direction,"west");
if (door == 2)
sprintf(direction,"north");
if (door == 3)
sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch))
ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch))
victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
raw_kill(victim);
return;
}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level)
{
stc( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL ) && ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
stc( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
stc( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) && ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
stc( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
stc( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
stc( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
stc( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
void do_slay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
stc( "Slay whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
stc( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( !IS_NPC(victim) && victim->level >= ch->level )
{
stc( "You failed.\n\r", ch );
return;
}
act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim );
return;
}
void do_killperson( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
return;
stc( "You have been KILLED!!\n\r\n\r", victim );
if (IS_NPC(victim) && !IS_NPC(ch))
ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch))
victim->mdeath = victim->mdeath + 1;
raw_kill( victim );
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12)
obj = right;
else if (left != NULL && left->pIndexData->vnum == 12)
obj = left;
else
{
stc("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{
act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);
}
else
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
sprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL )
return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL )
return;
victim = create_mobile( pMobIndex );
sprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
stc( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
stc( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
stc( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
stc( "Not on NPC's.\n\r", ch );
return;
}
sprintf(part2,obj->name);
sprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
stc( buf, ch );
return;
}
if ( arg2[0] == '\0')
stc( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO))
return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO))
return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO))
return;
if (victim->position < POS_STANDING)
return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
do_killperson(ch,victim->name);
return;
}
}
else
stc( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
return;
}
bool has_timer(CHAR_DATA *ch)
{
if (ch->fight_timer > 0 && !IS_NPC(ch))
{
stc("Not until your fight timer runs out!\n\r", ch );
return TRUE;
}
return FALSE;
}
void do_bounty( CHAR_DATA *ch, char *argument)
{
int bounty;
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1);
argument = one_argument( argument, arg2);
if( arg1[0] == '\0')
{
stc("Syntax: bounty <person> <qp amount>.\n\r", ch);
return;
}
if((victim = get_char_world(ch, arg1)) == NULL)
{
stc("Put a bounty on who?\n\r", ch);
return;
}
if( !is_number(arg2))
{
stc("That is not a number.\n\r", ch);
return;
}
if( IS_NPC(ch) || IS_NPC(victim))
return;
bounty = atoi(arg2);
if(bounty < 50)
{
stc("Bounty must be at least 50 qps.\n\r", ch);
return;
}
if( (ch->level < 3)||( victim->level < 3))
{
stc("You and the hunted must be avatars.\n\r", ch);
return;
}
if( victim->level > 6)
{
stc("NOT ON IMMORTALS.\n\r", ch);
return;
}
if( ch->pcdata->quest < bounty)
{
stc("You dont have enough quest points for that bounty.\n\r",ch);
return;
}
ch->pcdata->quest -= bounty;
victim->pcdata->bounty[0] = 1;
victim->pcdata->bounty[1] += bounty;
sprintf( buf, "%s has put a %d qp bounty on %s's head.\n\r", ch->name, bounty, victim->name);
do_info(ch, buf);
return;
}
void bounty_reward( CHAR_DATA *ch, CHAR_DATA *victim)
{
char buf[MAX_STRING_LENGTH];
if( IS_NPC(victim) || IS_NPC(ch))
return;
ch->pcdata->quest += victim->pcdata->bounty[1];
victim->pcdata->bounty[0] = 0;
victim->pcdata->bounty[1] = 0;
sprintf( buf, "%s claims the bounty on %s's head.", ch->name, victim->name);
do_info( ch, buf);
return;
}
bool has_bounty( CHAR_DATA *ch)
{
if( IS_NPC(ch))
return FALSE;
if(ch->pcdata->bounty[0] != 0)
return TRUE;
else
return FALSE;
}
void do_final_blow( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int ws, dam, i = 0;
int mult = 1.010;
int blah = number_range(1,10);
int ap;
if( IS_NPC(ch) )
return;
ap = ( ASKILL(ch, AS_FINAL) * 50 );
if( ASKILL(ch, AS_FINAL) < 1 )
{
stc("You have no knowledge of the final blow technique!\n\r", ch);
return;
}
if( ch->fighting == NULL )
{
stc("You need to be fighting!\n\r", ch);
return;
}
if( IS_NPC(ch->fighting) )
{
stc("Not on NPC's.\n\r", ch);
return;
}
if( ch->fighting != NULL && (ch->hit > (ch->max_hit * 0.25)) )
{
stc("You are not yet desparate enough to attempt such a maneuver!\n\r", ch);
return;
}
if( ch->fighting != NULL && ch->pcdata->apoints < ap )
{
stc("You lack the ability points for such a maneuver!\n\r", ch);
return;
}
switch(blah)
{
default:
log_string("*** do_final_blow returned NULL ***");
break;
case 1:
ws = 12;
dam = number_range(500,1500);
for( i = 0; i < ASKILL(ch, AS_FINAL); i++ )
dam *= mult;
victim = ch->fighting;
if( victim == NULL )
break;
act2("You focus dark matter energies and drain the lifeforce of $N! [$D]",ch,NULL,victim,TO_CHAR,dam);
act2("$n focuses dark matter energies and drains your lifeforce! [$D]",ch,NULL,victim,TO_VICT,dam);
act2("$n focuses dark matter energies and drains the lifeforce of $N! [$D]",ch,NULL,victim,TO_NOTVICT,dam);
ch->hit += dam;
victim->hit -=dam;
break;
case 2:
ws = 18;
dam = number_range(1000,2000);
for( i = 0; i < ASKILL(ch, AS_FINAL); i++ )
dam *= mult;
act2("You draw forth primal energies from deep within and close your wounds! [$D]",ch,NULL,victim,TO_CHAR,dam);
act2("$n draws forth primal energies from deep within, and closes $s wounds! [$D]",ch,NULL,victim,TO_NOTVICT,dam);
ch->hit += dam;
break;
case 3:
ws = 15;
act("You move about in a crazed manner and nothing happens!",ch,NULL,victim,TO_CHAR);
act("$n moves about in a crazed manner and nothing happens!",ch,NULL,victim,TO_NOTVICT);
break;
case 4:
ws = 12;
victim = ch->fighting;
if( victim == NULL )
break;
act("You call upon fallen warriors past and send a wave a force charging into $N!",ch,NULL,victim,TO_CHAR);
act("$n calls upon fallen warriors past and sends a wave of force charging into you!",ch,NULL,victim,TO_VICT);
act("$n calls upon fallen warriors past and sends a wave of force charging into $N!",ch,NULL,victim,TO_NOTVICT);
set_stun(victim,3);
break;
case 5:
ws = 6;
victim = ch->fighting;
if( victim == NULL )
break;
act("You mutter a silent prayer to God, and he responds!",ch,NULL,victim,TO_CHAR);
act("$n mutters a silent prayer to God, and he responds!",ch,NULL,victim,TO_NOTVICT);
stop_fighting(ch,TRUE);
stop_fighting(victim,TRUE);
break;
case 6:
ws = 24;
victim = ch->fighting;
if( victim == NULL )
break;
act("You let forth a massive scream, and charge madly at $N!",ch,NULL,victim,TO_CHAR);
act("$n lets forth a massive scream, and charges madly at you!",ch,NULL,victim,TO_VICT);
act("$n lets forth a massive scream, and charges madly at $N!",ch,NULL,victim,TO_NOTVICT);
multi_hit(ch,victim,TYPE_UNDEFINED);
multi_hit(ch,victim,TYPE_UNDEFINED);
break;
case 7:
ws = 18;
dam = number_range(500,1500);
for( i = 0; i < ASKILL(ch, AS_FINAL); i++ )
dam *= mult;
act2("You feel rejuvinated as the forces of nature heal your spirit! [$D]",ch,NULL,victim,TO_CHAR,dam);
act2("$n looks rejuvinated as the forces of nature heal $s spirit! [$D]",ch,NULL,victim,TO_NOTVICT,dam);
ch->hit += dam;
ch->mana += dam;
ch->move += dam;
break;
case 8:
ws = 12;
victim = ch->fighting;
if( victim == NULL )
break;
act("You focus your energies and strike at $N with a blast of elemental forces!",ch,NULL,victim,TO_CHAR);
act("$n focuses $s energies and strikes at you with a blast of elemental forces!",ch,NULL,victim,TO_VICT);
act("$n focuses $s energies and strikes at $N with a blast of elemental forces!",ch,NULL,victim,TO_NOTVICT);
spell_dispel_magic(skill_lookup("dispel magic"),1000,ch,victim );
spell_lightning_breath(skill_lookup("lightning breath"),1000,ch,victim );
spell_frost_breath(skill_lookup("frost breath"),1000,ch,victim );
spell_fire_breath(skill_lookup("fire breath"),1000,ch,victim );
spell_acid_breath(skill_lookup("acid breath"),1000,ch,victim );
break;
case 9:
ws = 18;
victim = ch->fighting;
if( victim == NULL )
break;
dam = number_range(500,1500);
for( i = 0; i < ASKILL(ch, AS_FINAL); i++ )
dam *= mult;
act2("You focus your hatred into a ball of negative energies and engulf $N in it! [$D]",ch,NULL,victim,TO_CHAR,dam);
act2("$n focuses $s hatred into a ball of negative energies and engulfs you in it! [$D]",ch,NULL,victim,TO_VICT,dam);
act2("$n focuses $s hatred into a ball of negative energies and engulfs $N in it! [$D]",ch,NULL,victim,TO_NOTVICT,dam);
victim->hit -= dam;
victim->mana -= dam;
victim->move -= dam;
break;
case 10:
ws = 24;
victim = ch->fighting;
if( victim == NULL )
break;
dam = (victim->hit * .20);
act2("You bond your spirit to $N and are rejuvinated by their lifeforce! [$D]",ch,NULL,victim,TO_CHAR,dam);
act2("$n bonds $s spirit to you and is rejuvinated by your lifeforce! [$D]",ch,NULL,victim,TO_VICT,dam/2);
act2("$n bonds $s spirit to $N and is rejuvinated by $s lifeforce! [$D]",ch,NULL,victim,TO_NOTVICT,dam/2);
ch->hit += dam;
ch->mana += dam;
ch->move += dam;
victim->hit -= dam/2;
victim->mana -= dam/2;
victim->move -= dam/2;
break;
}
ch->pcdata->apoints -= ap;
update_pos(ch);
if( victim != NULL )
update_pos(victim);
WAIT_STATE(ch,ws);
return;
}
bool is_vorpal( CHAR_DATA *ch )
{
OBJ_DATA *obj;
obj = get_eq_char(ch,WEAR_WIELD);
if( IS_CLASS(ch,CLASS_MONK) )
return FALSE;
if( ch->race >= 25 )
return TRUE;
if( obj == NULL || obj->item_type != ITEM_WEAPON)
return FALSE;
else if( (obj->value[0] / 1000) == 18 )
return TRUE;
return FALSE;
}
void decap_gain( CHAR_DATA *ch, CHAR_DATA *victim, int type )
{
char buf[MAX_STRING_LENGTH];
switch(type)
{
default:
log_string("*** NULL passed to decap_gain ***");
break;
case 1:
if( is_gen_dox(ch,victim) && !deathmatch )
do_paradox(ch,"self");
if( is_gen_kill(ch,victim) && !deathmatch )
{
if( ch->generation < victim->generation )
ch->generation += 2;
else if( ch->generation == victim->generation )
ch->generation++;
if( victim->generation > 1 )
victim->generation--;
check_warp(ch);
ch->pkill++;
victim->pdeath++;
victim->level = 2;
victim->trust = 2;
victim->exp /= 2;
ch->exp += victim->exp;
ch->fight_timer += 15;
get_points(ch,victim);
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
register_kill(ch,victim);
if( has_bounty(victim) )
bounty_reward(ch,victim);
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_MONK) )
{
GET_POWERS(victim, MONK_CUSTOM) /= 2;
GET_POWERS(victim, MONK_BLOCK) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
victim->rage = 0;
sprintf(buf,"%s absorbs the life essence of %s's limp body!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
sprintf(buf,"%s absorbed %s at %d for GAIN.",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
}
else if( !is_gen_kill(ch,victim) || deathmatch )
{
victim->level = 2;
victim->trust = 2;
if( !deathmatch )
ch->fight_timer += 30;
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
victim->rage = 0;
sprintf(buf,"%s attempted to absorb the life essence of %s's limp body, and failed!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
sprintf(buf,"%s absorbed %s at %d for NOGAIN",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
if( deathmatch )
get_dm_winner(ch);
}
break;
case 2:
if( IS_SET( ch->newbits, NEW_SETDECAP) )
sprintf(buf,ch->pcdata->decap_mess,ch->pcdata->switchname,victim->pcdata->switchname);
else
sprintf(buf,"%s slices off %s's head and watches it fall to the ground!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
if( has_bounty(victim) )
bounty_reward(ch,victim);
if( is_status_dox(ch,victim) && !deathmatch )
do_paradox(ch,"self");
if( !deathmatch )
{
if( is_status_kill(ch,victim) )
{
if( ch->race < victim->race )
ch->race += 2;
else if( ch->race >= victim->race )
ch->race++;
if( victim->race > 0 )
victim->race--;
get_points(ch,victim);
}
check_warp(ch);
ch->pkill++;
victim->pdeath++;
victim->level = 2;
victim->trust = 2;
victim->exp /= 2;
ch->exp += victim->exp;
ch->fight_timer += 15;
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
if( victim->generation < 2 && victim->race < 60 )
victim->generation = 2;
if( victim->generation < 3 && victim->race < 35 )
victim->generation = 3;
if( victim->generation < 4 && victim->race < 15 )
victim->generation = 4;
register_kill(ch,victim);
}
if( deathmatch )
{
do_sacrifice(ch, "head");
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
victim->fight_timer = 0;
victim->level = 2;
victim->trust = 2;
get_dm_winner(ch);
}
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_MONK) )
{
GET_POWERS(victim, MONK_CUSTOM) /= 2;
GET_POWERS(victim, MONK_BLOCK) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
if( IS_CLASS(victim,CLASS_VAMPIRE) && IS_CLASS(ch,CLASS_VAMPIRE) )
{
GET_POWERS(ch,VAMP_KILLS)++;
check_vkills(ch);
}
victim->rage = 0;
sprintf(buf,"%s decapped %s at %d.",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
break;
/*{ The mud is ready for true killing now...
else if( !is_status_kill(ch,victim) || deathmatch )
victim->level = 2;
victim->trust = 2;
if( !deathmatch )
ch->fight_timer += 30;
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
if( IS_CLASS(victim,CLASS_VAMPIRE) && IS_CLASS(ch,CLASS_VAMPIRE) )
{
GET_POWERS(ch,VAMP_KILLS)++;
check_vkills(ch);
}
victim->rage = 0;
sprintf(buf,"%s attempted to slice off %s's head, and failed!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
sprintf(buf,"%s decapped %s at %d for NOGAIN",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
if( deathmatch )
{
do_sacrifice(ch, "head");
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
victim->move = victim->max_move;
victim->fight_timer = 0;
get_dm_winner(ch);
}
}*/
case 3:
if( is_soul_dox(ch,victim) && !deathmatch )
do_paradox(ch,"self");
if( is_soul_kill(ch,victim) && !deathmatch )
{
if( ch->pcdata->souls < victim->pcdata->souls )
ch->pcdata->souls += 2;
else if( ch->pcdata->souls >= victim->pcdata->souls )
ch->pcdata->souls++;
if( victim->pcdata->souls > 0 )
victim->pcdata->souls--;
check_warp(ch);
ch->pkill++;
victim->pdeath++;
victim->level = 2;
victim->trust = 2;
victim->exp /= 2;
ch->exp += victim->exp;
ch->fight_timer += 15;
get_points(ch,victim);
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
register_kill(ch,victim);
if( has_bounty(victim) )
bounty_reward(ch,victim);
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_MONK) )
{
GET_POWERS(victim, MONK_CUSTOM) /= 2;
GET_POWERS(victim, MONK_BLOCK) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
victim->rage = 0;
sprintf(buf,"%s tears %s's soul screaming from their body!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
sprintf(buf,"%s souled %s at %d for GAIN",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
}
else if( !is_soul_kill(ch,victim) || deathmatch )
{
victim->level = 2;
victim->trust = 2;
if( !deathmatch )
ch->fight_timer += 30;
victim->stuntimer = 0;
ch->pcdata->target = NULL;
victim->pcdata->target = NULL;
if( IS_CLASS(victim,CLASS_SHADOW) && IS_SET(GET_POWERS(victim,SHADOW_BITS),SHADOW_FOLLOW) )
{
REM_BIT_POWERS(victim,SHADOW_BITS,SHADOW_FOLLOW);
GET_POWERS(victim,SHADOW_COUNTER) = 0;
}
if( IS_CLASS(victim,CLASS_WOLF) )
do_rage_down(victim,"");
victim->rage = 0;
sprintf(buf,"%s attempted tear %s's soul from their body, and failed!",
ch->pcdata->switchname,victim->pcdata->switchname);
do_info(ch,buf);
sprintf(buf,"%s souled %s at %d for NOGAIN",ch->pcdata->switchname,victim->pcdata->switchname,
ch->in_room->vnum);
log_string(buf);
do_save(ch,"");
do_save(victim,"");
behead(victim);
if ( deathmatch )
get_dm_winner(ch);
}
break;
}
return;
}
int get_danger( CHAR_DATA *ch )
{
int hr, dr, ac, status, hp, mp, mv, kills, deaths, danger = 0;
if( IS_NPC(ch) )
return 0;
hr = class_hitroll(ch);
dr = class_damroll(ch);
ac = class_ac(ch);
status = ch->race;
hp = ch->max_hit;
mp = ch->max_mana;
mv = ch->max_move;
kills = ch->pkill;
deaths = ch->pdeath;
danger = ((ac/10) + (dr/10) + (hr/10) + (hp/1000) + (mp/1000) + (mv/1000) + (status*5) + (kills*2) - (deaths*2));
return danger;
}
void do_get_danger( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
if( IS_NPC(ch) )
return;
if( argument == NULL )
{
stc("Need to supply a victim.\n\r",ch);
return;
}
if( (victim = get_char_world(ch,argument)) == NULL )
{
stc("Can't find the victim.\n\r",ch);
return;
}
if( IS_NPC(victim) )
{
stc("Not on NPCs.\n\r",ch);
return;
}
ch_output(ch,"Danger rating for %s is %d.",victim->pcdata->switchname,get_danger(victim));
return;
}
int stance_mod_dam( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
if( ch == NULL || victim == NULL )
{
log_string("NULL ch or vict in stance_mod_dam()");
return dam;
}
if( compare_stance(ch,victim,STANCE_NONE,STANCE_NONE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_NORMAL) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_VIPER) )
dam *= 0.80;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_CRANE) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MONGOOSE) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_BULL) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_CRAB) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MANTIS) )
dam *= 0.55;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_TIGER) )
dam *= 0.55;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_DRAGON) )
dam *= 0.50;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_SWALLOW) )
dam *= 0.50;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_NONE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_NORMAL) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_VIPER) )
dam *= 0.80;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_CRANE) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MONGOOSE) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_BULL) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_CRAB) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MANTIS) )
dam *= 0.55;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_TIGER) )
dam *= 0.55;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_DRAGON) )
dam *= 0.50;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_SWALLOW) )
dam *= 0.50;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_NONE) )
dam *= 1.20;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_NORMAL) )
dam *= 1.20;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_VIPER) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_CRANE) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MONGOOSE) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_BULL) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_CRAB) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MANTIS) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_TIGER) )
dam *= 0.65;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_DRAGON) )
dam *= 0.55;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_SWALLOW) )
dam *= 0.80;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_NONE) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_NORMAL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_VIPER) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_CRANE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MONGOOSE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_BULL) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_CRAB) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MANTIS) )
dam *= 0.60;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_TIGER) )
dam *= 0.70;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_DRAGON) )
dam *= 0.95;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_SWALLOW) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_NONE) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_NORMAL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_VIPER) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_CRANE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MONGOOSE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_BULL) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_CRAB) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MANTIS) )
dam *= 0.60;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_TIGER) )
dam *= 0.70;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_DRAGON) )
dam *= 0.95;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_SWALLOW) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_NONE) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_NORMAL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_VIPER) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_CRANE) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MONGOOSE) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_BULL) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_CRAB) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MANTIS) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_TIGER) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_DRAGON) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_SWALLOW) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_NONE) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_NORMAL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_VIPER) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_CRANE) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MONGOOSE) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_BULL) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_CRAB) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MANTIS) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_TIGER) )
dam *= 0.75;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_DRAGON) )
dam *= 0.65;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_SWALLOW) )
dam *= 0.65;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_NONE) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_NORMAL) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_VIPER) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_CRANE) )
dam *= 1.40;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MONGOOSE) )
dam *= 1.40;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_BULL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_CRAB) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MANTIS) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_TIGER) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_DRAGON) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_SWALLOW) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_NONE) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_NORMAL) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_VIPER) )
dam *= 1.35;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_CRANE) )
dam *= 1.30;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MONGOOSE) )
dam *= 1.30;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_BULL) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_CRAB) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MANTIS) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_TIGER) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_DRAGON) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_SWALLOW) )
dam *= 1.05;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_NONE) )
dam *= 1.50;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_NORMAL) )
dam *= 1.50;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_VIPER) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_CRANE) )
dam *= 1.05;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MONGOOSE) )
dam *= 1.05;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_BULL) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_CRAB) )
dam *= 1.35;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MANTIS) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_TIGER) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_DRAGON) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_SWALLOW) )
dam *= 0.90;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_NONE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_NORMAL) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_VIPER) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_CRANE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MONGOOSE) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_BULL) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_CRAB) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MANTIS) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_TIGER) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_DRAGON) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MONKEY) )
dam *= 1.45;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_SWALLOW) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_NONE) )
dam *= 1.50;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_NORMAL) )
dam *= 1.50;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_VIPER) )
dam *= 1.20;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_CRANE) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MONGOOSE) )
dam *= 1.15;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_BULL) )
dam *= 1.25;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_CRAB) )
dam *= 1.35;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MANTIS) )
dam *= 0.85;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_TIGER) )
dam *= 0.95;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_DRAGON) )
dam *= 1.10;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MONKEY) )
dam *= 1.00;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_SWALLOW) )
dam *= 1.00;
return dam;
}
int stance_mod_apd( CHAR_DATA *ch, CHAR_DATA *victim )
{
int mod = 0;
if( ch == NULL || victim == NULL )
{
log_string("NULL ch or vict in stance_mod_apd()");
return mod;
}
if( compare_stance(ch,victim,STANCE_NONE,STANCE_NONE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_NORMAL) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_VIPER) )
mod += -4;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_CRANE) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MONGOOSE) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_BULL) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_CRAB) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MANTIS) )
mod += -9;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_TIGER) )
mod += -9;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_DRAGON) )
mod += -10;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NONE,STANCE_SWALLOW) )
mod += -10;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_NONE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_NORMAL) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_VIPER) )
mod += -4;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_CRANE) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MONGOOSE) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_BULL) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_CRAB) )
mod += -5;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MANTIS) )
mod += -9;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_TIGER) )
mod += -9;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_DRAGON) )
mod += -10;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_NORMAL,STANCE_SWALLOW) )
mod += -10;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_NONE) )
mod += 4;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_NORMAL) )
mod += 4;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_VIPER) )
mod += 0;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_CRANE) )
mod += 3;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MONGOOSE) )
mod += 3;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_BULL) )
mod += -2;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_CRAB) )
mod += -2;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MANTIS) )
mod += -2;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_TIGER) )
mod += -7;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_DRAGON) )
mod += -9;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_VIPER,STANCE_SWALLOW) )
mod += -4;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_NONE) )
mod += 5;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_NORMAL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_VIPER) )
mod += -3;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_CRANE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MONGOOSE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_BULL) )
mod += 2;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_CRAB) )
mod += 2;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MANTIS) )
mod += -8;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_TIGER) )
mod += -6;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_DRAGON) )
mod += -1;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_CRANE,STANCE_SWALLOW) )
mod += -3;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_NONE) )
mod += 5;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_NORMAL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_VIPER) )
mod += -3;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_CRANE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MONGOOSE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_BULL) )
mod += 2;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_CRAB) )
mod += 2;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MANTIS) )
mod += -8;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_TIGER) )
mod += -6;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_DRAGON) )
mod += -1;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONGOOSE,STANCE_SWALLOW) )
mod += -3;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_NONE) )
mod += 5;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_NORMAL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_VIPER) )
mod += 2;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_CRANE) )
mod += -2;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MONGOOSE) )
mod += -2;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_BULL) )
mod += 0;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_CRAB) )
mod += 2;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MANTIS) )
mod += -5;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_TIGER) )
mod += -3;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_DRAGON) )
mod += -3;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_BULL,STANCE_SWALLOW) )
mod += -5;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_NONE) )
mod += 5;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_NORMAL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_VIPER) )
mod += 2;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_CRANE) )
mod += -2;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MONGOOSE) )
mod += -2;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_BULL) )
mod += -2;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_CRAB) )
mod += 0;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MANTIS) )
mod += -5;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_TIGER) )
mod += -5;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_DRAGON) )
mod += -7;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_CRAB,STANCE_SWALLOW) )
mod += -7;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_NONE) )
mod += 9;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_NORMAL) )
mod += 9;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_VIPER) )
mod += 2;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_CRANE) )
mod += 8;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MONGOOSE) )
mod += 8;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_BULL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_CRAB) )
mod += 5;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MANTIS) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_TIGER) )
mod += -3;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_DRAGON) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MANTIS,STANCE_SWALLOW) )
mod += 3;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_NONE) )
mod += 9;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_NORMAL) )
mod += 9;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_VIPER) )
mod += 7;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_CRANE) )
mod += 6;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MONGOOSE) )
mod += 6;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_BULL) )
mod += 3;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_CRAB) )
mod += 5;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MANTIS) )
mod += 3;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_TIGER) )
mod += 0;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_DRAGON) )
mod += -2;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_TIGER,STANCE_SWALLOW) )
mod += 1;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_NONE) )
mod += 10;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_NORMAL) )
mod += 10;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_VIPER) )
mod += 9;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_CRANE) )
mod += 1;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MONGOOSE) )
mod += 1;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_BULL) )
mod += 3;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_CRAB) )
mod += 7;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MANTIS) )
mod += 0;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_TIGER) )
mod += 2;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_DRAGON) )
mod += 0;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_DRAGON,STANCE_SWALLOW) )
mod += -2;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_NONE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_NORMAL) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_VIPER) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_CRANE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MONGOOSE) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_BULL) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_CRAB) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MANTIS) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_TIGER) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_DRAGON) )
mod += 0;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_MONKEY) )
mod += 9;
if( compare_stance(ch,victim,STANCE_MONKEY,STANCE_SWALLOW) )
mod += 0;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_NONE) )
mod += 10;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_NORMAL) )
mod += 10;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_VIPER) )
mod += 4;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_CRANE) )
mod += 3;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MONGOOSE) )
mod += 3;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_BULL) )
mod += 5;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_CRAB) )
mod += 7;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MANTIS) )
mod += -3;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_TIGER) )
mod += -1;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_DRAGON) )
mod += 2;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_MONKEY) )
mod += 0;
if( compare_stance(ch,victim,STANCE_SWALLOW,STANCE_SWALLOW) )
mod += 0;
return mod;
}
bool compare_stance( CHAR_DATA *ch, CHAR_DATA *victim, int ch_stance, int vict_stance )
{
if( ch == NULL || victim == NULL )
{
log_string("NULL ch or vict in compare_stance()");
return FALSE;
}
if( IS_STANCE(ch,ch_stance) && IS_STANCE(victim,vict_stance) )
return TRUE;
else
return FALSE;
}