#include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" char * const spell_flag[] = { "water", "earth", "air", "astral", "area", "distant", "reverse", "save_half_dam", "save_negates", "accumulative", "recastable", "noscribe", "nobrew", "group", "object", "character", "secretskill", "pksensitive" }; char * const spell_saves[] = { "none", "poison_death", "wands", "para_petri", "breath", "spell_staff" }; char * const spell_damage[] = { "none", "fire", "cold", "electricity", "energy", "acid", "poison", "drain" }; char * const spell_action[] = { "none", "create", "destroy", "resist", "suscept", "divinate", "obscure", "change" }; char * const spell_power[] = { "none", "minor", "greater", "major" }; char * const spell_class[] = { "none", "lunar", "solar", "travel", "summon", "life", "death", "illusion" }; char * const target_type[] = { "ignore", "offensive", "defensive", "self", "objinv" }; void show_char_to_char( CHAR_DATA *list, CHAR_DATA *ch ); void show_list_to_char( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowN ); int ris_save( CHAR_DATA *ch, int chance, int ris ); bool check_illegal_psteal( CHAR_DATA *ch, CHAR_DATA *victim ); /* from magic.c */ void failed_casting( struct skill_type *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ); /* * Dummy function */ void skill_notfound( CHAR_DATA *ch, char *argument ) { send_to_char( "Huh?\n\r", ch ); return; } int get_ssave( char *name ) { int x; for ( x = 0; x < sizeof(spell_saves) / sizeof(spell_saves[0]); x++ ) if ( !str_cmp( name, spell_saves[x] ) ) return x; return -1; } int get_starget( char *name ) { int x; for ( x = 0; x < sizeof(target_type) / sizeof(target_type[0]); x++ ) if ( !str_cmp( name, target_type[x] ) ) return x; return -1; } int get_sflag( char *name ) { int x; for ( x = 0; x < sizeof(spell_flag) / sizeof(spell_flag[0]); x++ ) if ( !str_cmp( name, spell_flag[x] ) ) return x; return -1; } int get_sdamage( char *name ) { int x; for ( x = 0; x < sizeof(spell_damage) / sizeof(spell_damage[0]); x++ ) if ( !str_cmp( name, spell_damage[x] ) ) return x; return -1; } int get_saction( char *name ) { int x; for ( x = 0; x < sizeof(spell_action) / sizeof(spell_action[0]); x++ ) if ( !str_cmp( name, spell_action[x] ) ) return x; return -1; } int get_spower( char *name ) { int x; for ( x = 0; x < sizeof(spell_power) / sizeof(spell_power[0]); x++ ) if ( !str_cmp( name, spell_power[x] ) ) return x; return -1; } int get_sclass( char *name ) { int x; for ( x = 0; x < sizeof(spell_class) / sizeof(spell_class[0]); x++ ) if ( !str_cmp( name, spell_class[x] ) ) return x; return -1; } bool is_legal_kill(CHAR_DATA *ch, CHAR_DATA *vch) { if ( IS_NPC(ch) || IS_NPC(vch) ) return TRUE; if ( is_safe(ch,vch) ) return FALSE; return TRUE; } extern char *target_name; /* from magic.c */ /* * Perform a binary search on a section of the skill table * Each different section of the skill table is sorted alphabetically * Only match skills player knows -Thoric */ bool check_skill( CHAR_DATA *ch, char *command, char *argument ) { int sn; int first = gsn_first_skill; int top = gsn_first_weapon-1; struct timeval time_used; int mana; /* bsearch for the skill */ for (;;) { sn = (first + top) >> 1; if ( LOWER(command[0]) == LOWER(skill_table[sn]->name[0]) && !str_prefix(command, skill_table[sn]->name) && (skill_table[sn]->skill_fun || skill_table[sn]->spell_fun != spell_null) && (IS_NPC(ch) || ( ch->pcdata->learned[sn] > 0 )) ) break; if (first >= top) return FALSE; if (strcmp( command, skill_table[sn]->name) < 1) top = sn - 1; else first = sn + 1; } if ( !check_pos( ch, skill_table[sn]->minimum_position ) ) return TRUE; if ( IS_NPC(ch) && (IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_POSSESS )) ) { send_to_char( "For some reason, you seem unable to perform that...\n\r", ch ); act( AT_GREY,"$n looks around.", ch, NULL, NULL, TO_ROOM ); return TRUE; } /* check if mana is required */ if ( skill_table[sn]->min_mana ) { mana = IS_NPC(ch) ? 0 : skill_table[sn]->min_mana; if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You need to rest before using the Force any more.\n\r", ch ); return TRUE; } } else { mana = 0; } /* * Is this a real do-fun, or a really a spell? */ if ( !skill_table[sn]->skill_fun ) { ch_ret retcode = rNONE; void *vo = NULL; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; target_name = ""; switch ( skill_table[sn]->target ) { default: bug( "Check_skill: bad target for sn %d.", sn ); send_to_char( "Something went wrong...\n\r", ch ); return TRUE; case TAR_IGNORE: vo = NULL; if ( argument[0] == '\0' ) { if ( (victim=who_fighting(ch)) != NULL ) target_name = victim->name; } else target_name = argument; break; case TAR_CHAR_OFFENSIVE: if ( argument[0] == '\0' && (victim=who_fighting(ch)) == NULL ) { ch_printf( ch, "%s who?\n\r", capitalize( skill_table[sn]->name ) ); return TRUE; } else if ( argument[0] != '\0' && (victim=get_char_room(ch, argument)) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return TRUE; } if ( is_safe( ch, victim ) ) return TRUE; vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( argument[0] != '\0' && (victim=get_char_room(ch, argument)) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return TRUE; } if ( !victim ) victim = ch; vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: if ( (obj=get_obj_carry(ch, argument)) == NULL ) { send_to_char( "You can't find that.\n\r", ch ); return TRUE; } vo = (void *) obj; break; } /* waitstate */ WAIT_STATE( ch, skill_table[sn]->beats ); /* check for failure */ if ( (number_percent( ) + skill_table[sn]->difficulty * 5) > (IS_NPC(ch) ? 75 : ch->pcdata->learned[sn]) ) { failed_casting( skill_table[sn], ch, vo, obj ); learn_from_failure( ch, sn ); if ( mana ) { ch->mana -= mana/2; } return TRUE; } if ( mana ) { ch->mana -= mana; } start_timer(&time_used); retcode = (*skill_table[sn]->spell_fun) ( sn, ch->top_level, ch, vo ); end_timer(&time_used); update_userec(&time_used, &skill_table[sn]->userec); if ( retcode == rCHAR_DIED || retcode == rERROR ) return TRUE; if ( char_died(ch) ) return TRUE; if ( retcode == rSPELL_FAILED ) { learn_from_failure( ch, sn ); retcode = rNONE; } else learn_from_success( ch, sn ); if ( skill_table[sn]->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died(victim) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && !victim->fighting && victim->master != ch ) { retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return TRUE; } if ( mana ) { ch->mana -= mana; } ch->prev_cmd = ch->last_cmd; /* haus, for automapping */ ch->last_cmd = skill_table[sn]->skill_fun; start_timer(&time_used); (*skill_table[sn]->skill_fun) ( ch, argument ); end_timer(&time_used); update_userec(&time_used, &skill_table[sn]->userec); tail_chain( ); return TRUE; } /* * Lookup a skills information * High god command */ void do_slookup( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int sn; SKILLTYPE *skill = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slookup what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { for ( sn = 0; sn < top_sn && skill_table[sn] && skill_table[sn]->name; sn++ ) pager_printf( ch, "Sn: %4d Slot: %4d Skill/spell: '%-20s' Damtype: %s\n\r", sn, skill_table[sn]->slot, skill_table[sn]->name, spell_damage[SPELL_DAMAGE( skill_table[sn] )] ); } else { SMAUG_AFF *aff; int cnt = 0; if ( is_number(arg) ) { sn = atoi(arg); if ( (skill=get_skilltype(sn)) == NULL ) { send_to_char( "Invalid sn.\n\r", ch ); return; } sn %= 1000; } else if ( ( sn = skill_lookup( arg ) ) >= 0 ) skill = skill_table[sn]; else { send_to_char( "No such skill, spell or proficiency.\n\r", ch ); return; } if ( !skill ) { send_to_char( "Not created yet.\n\r", ch ); return; } ch_printf( ch, "Sn: %4d Slot: %4d %s: '%-20s'\n\r", sn, skill->slot, skill_tname[skill->type], skill->name ); if ( skill->flags ) { int x; ch_printf( ch, "Damtype: %s Acttype: %s Classtype: %s Powertype: %s\n\r", spell_damage[SPELL_DAMAGE( skill )], spell_action[SPELL_ACTION( skill )], spell_class[SPELL_CLASS( skill )], spell_power[SPELL_POWER( skill )] ); strcpy( buf, "Flags:" ); for ( x = 11; x < 32; x++ ) if ( SPELL_FLAG( skill, 1 << x ) ) { strcat( buf, " " ); strcat( buf, spell_flag[x-11] ); } strcat( buf, "\n\r" ); send_to_char( buf, ch ); } ch_printf( ch, "Saves: %s\n\r", spell_saves[(int) skill->saves] ); if ( skill->difficulty != '\0' ) ch_printf( ch, "Difficulty: %d\n\r", (int) skill->difficulty ); ch_printf( ch, "Type: %s Target: %s Minpos: %d Mana: %d Beats: %d\n\r", skill_tname[skill->type], target_type[URANGE(TAR_IGNORE, skill->target, TAR_OBJ_INV)], skill->minimum_position, skill->min_mana, skill->beats ); ch_printf( ch, "Flags: %d Code: %s\n\r", skill->flags, skill->skill_fun ? skill_name(skill->skill_fun) : spell_name(skill->spell_fun)); ch_printf( ch, "Dammsg: %s\n\rWearoff: %s\n", skill->noun_damage, skill->msg_off ? skill->msg_off : "(none set)" ); if ( skill->dice && skill->dice[0] != '\0' ) ch_printf( ch, "Dice: %s\n\r", skill->dice ); if ( skill->components && skill->components[0] != '\0' ) ch_printf( ch, "Components: %s\n\r", skill->components ); if ( skill->participants ) ch_printf( ch, "Participants: %d\n\r", (int) skill->participants ); if ( skill->userec.num_uses ) send_timer(&skill->userec, ch); for ( aff = skill->affects; aff; aff = aff->next ) { if ( aff == skill->affects ) send_to_char( "\n\r", ch ); sprintf( buf, "Affect %d", ++cnt ); if ( aff->location ) { strcat( buf, " modifies " ); strcat( buf, a_types[aff->location % REVERSE_APPLY] ); strcat( buf, " by '" ); strcat( buf, aff->modifier ); if ( aff->bitvector ) strcat( buf, "' and" ); else strcat( buf, "'" ); } if ( aff->bitvector ) { int x; strcat( buf, " applies" ); for ( x = 0; x < 32; x++ ) if ( IS_SET(aff->bitvector, 1 << x) ) { strcat( buf, " " ); strcat( buf, a_flags[x] ); } } if ( aff->duration[0] != '\0' && aff->duration[0] != '0' ) { strcat( buf, " for '" ); strcat( buf, aff->duration ); strcat( buf, "' rounds" ); } if ( aff->location >= REVERSE_APPLY ) strcat( buf, " (affects caster only)" ); strcat( buf, "\n\r" ); send_to_char( buf, ch ); if ( !aff->next ) send_to_char( "\n\r", ch ); } if ( skill->hit_char && skill->hit_char[0] != '\0' ) ch_printf( ch, "Hitchar : %s\n\r", skill->hit_char ); if ( skill->hit_vict && skill->hit_vict[0] != '\0' ) ch_printf( ch, "Hitvict : %s\n\r", skill->hit_vict ); if ( skill->hit_room && skill->hit_room[0] != '\0' ) ch_printf( ch, "Hitroom : %s\n\r", skill->hit_room ); if ( skill->miss_char && skill->miss_char[0] != '\0' ) ch_printf( ch, "Misschar : %s\n\r", skill->miss_char ); if ( skill->miss_vict && skill->miss_vict[0] != '\0' ) ch_printf( ch, "Missvict : %s\n\r", skill->miss_vict ); if ( skill->miss_room && skill->miss_room[0] != '\0' ) ch_printf( ch, "Missroom : %s\n\r", skill->miss_room ); if ( skill->die_char && skill->die_char[0] != '\0' ) ch_printf( ch, "Diechar : %s\n\r", skill->die_char ); if ( skill->die_vict && skill->die_vict[0] != '\0' ) ch_printf( ch, "Dievict : %s\n\r", skill->die_vict ); if ( skill->die_room && skill->die_room[0] != '\0' ) ch_printf( ch, "Dieroom : %s\n\r", skill->die_room ); if ( skill->imm_char && skill->imm_char[0] != '\0' ) ch_printf( ch, "Immchar : %s\n\r", skill->imm_char ); if ( skill->imm_vict && skill->imm_vict[0] != '\0' ) ch_printf( ch, "Immvict : %s\n\r", skill->imm_vict ); if ( skill->imm_room && skill->imm_room[0] != '\0' ) ch_printf( ch, "Immroom : %s\n\r", skill->imm_room ); send_to_char( "\n\r", ch ); } return; } /* * Set a skill's attributes or what skills a player has. * High god command, with support for creating skills/spells/etc */ void do_sset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int value; int sn; bool fAll; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Syntax: sset <victim> <skill> <value>\n\r", ch ); send_to_char( "or: sset <victim> all <value>\n\r", ch ); if ( IS_IMMORTAL(ch) ) { send_to_char( "or: sset save skill table\n\r", ch ); send_to_char( "or: sset create skill 'new skill'\n\r", ch ); send_to_char( "or: sset <sn> <field> <value>\n\r", ch ); send_to_char( "\n\rField being one of:\n\r", ch ); send_to_char( " name code target minpos slot mana beats dammsg wearoff minlevel\n\r", ch ); send_to_char( " type damtype acttype classtype powertype flag dice value difficulty affect\n\r", ch ); send_to_char( " rmaffect level adept hit miss die imm (char/vict/room)\n\r", ch ); send_to_char( " components\n\r", ch ); send_to_char( "Affect having the fields: <location> <modfifier> [duration] [bitvector]\n\r", ch ); send_to_char( "(See AFFECTTYPES for location, and AFFECTED_BY for bitvector)\n\r", ch ); } send_to_char( "Skill being any skill or spell.\n\r", ch ); return; } if ( !str_cmp( arg1, "save" ) && !str_cmp( argument, "table" ) ) { if ( !str_cmp( arg2, "skill" ) ) { send_to_char( "Saving skill table...\n\r", ch ); save_skill_table(); return; } } if ( !str_cmp( arg1, "create" ) && !str_cmp( arg2, "skill" ) ) { struct skill_type *skill; sh_int type = SKILL_UNKNOWN; if ( top_sn >= MAX_SKILL ) { ch_printf( ch, "The current top sn is %d, which is the maximum. " "To add more skills,\n\rMAX_SKILL will have to be " "raised in mud.h, and the mud recompiled.\n\r", top_sn ); return; } CREATE( skill, struct skill_type, 1 ); skill_table[top_sn++] = skill; skill->name = str_dup( argument ); skill->noun_damage = str_dup( "" ); skill->msg_off = str_dup( "" ); skill->spell_fun = spell_smaug; skill->type = type; send_to_char( "Done.\n\r", ch ); return; } if ( arg1[0] == 'h' ) sn = atoi( arg1+1 ); else sn = atoi( arg1 ); if ( ((arg1[0] == 'h' && is_number(arg1+1) && (sn=atoi(arg1+1))>=0) || (is_number(arg1) && (sn=atoi(arg1)) >= 0)) ) { struct skill_type *skill; if ( (skill=get_skilltype(sn)) == NULL ) { send_to_char( "Skill number out of range.\n\r", ch ); return; } sn %= 1000; if ( !str_cmp( arg2, "difficulty" ) ) { skill->difficulty = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "participants" ) ) { skill->participants = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "alignment" ) ) { skill->alignment = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "damtype" ) ) { int x = get_sdamage( argument ); if ( x == -1 ) send_to_char( "Not a spell damage type.\n\r", ch ); else { SET_SDAM( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "acttype" ) ) { int x = get_saction( argument ); if ( x == -1 ) send_to_char( "Not a spell action type.\n\r", ch ); else { SET_SACT( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "classtype" ) ) { int x = get_sclass( argument ); if ( x == -1 ) send_to_char( "Not a spell class type.\n\r", ch ); else { SET_SCLA( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "powertype" ) ) { int x = get_spower( argument ); if ( x == -1 ) send_to_char( "Not a spell power type.\n\r", ch ); else { SET_SPOW( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "flag" ) ) { int x = get_sflag( argument ); if ( x == -1 ) send_to_char( "Not a spell flag.\n\r", ch ); else { TOGGLE_BIT( skill->flags, 1 << (x+11) ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "saves" ) ) { int x = get_ssave( argument ); if ( x == -1 ) send_to_char( "Not a saving type.\n\r", ch ); else { skill->saves = x; send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "code" ) ) { SPELL_FUN *spellfun; DO_FUN *dofun; if ( (spellfun=spell_function(argument)) != spell_notfound ) { skill->spell_fun = spellfun; skill->skill_fun = NULL; } else if ( (dofun=skill_function(argument)) != skill_notfound ) { skill->skill_fun = dofun; skill->spell_fun = NULL; } else { send_to_char( "Not a spell or skill.\n\r", ch ); return; } send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "target" ) ) { int x = get_starget( argument ); if ( x == -1 ) send_to_char( "Not a valid target type.\n\r", ch ); else { skill->target = x; send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "minpos" ) ) { skill->minimum_position = URANGE( POS_DEAD, atoi( argument ), POS_DRAG ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "slot" ) ) { skill->slot = URANGE( 0, atoi( argument ), 30000 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "mana" ) ) { skill->min_mana = URANGE( 0, atoi( argument ), 2000 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "beats" ) ) { skill->beats = URANGE( 0, atoi( argument ), 120 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "value" ) ) { skill->value = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "type" ) ) { skill->type = get_skill( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "rmaffect" ) ) { SMAUG_AFF *aff = skill->affects; SMAUG_AFF *aff_next; int num = atoi( argument ); int cnt = 1; if ( !aff ) { send_to_char( "This spell has no special affects to remove.\n\r", ch ); return; } if ( num == 1 ) { skill->affects = aff->next; DISPOSE( aff->duration ); DISPOSE( aff->modifier ); DISPOSE( aff ); send_to_char( "Removed.\n\r", ch ); return; } for ( ; aff; aff = aff->next ) { if ( ++cnt == num && (aff_next=aff->next) != NULL ) { aff->next = aff_next->next; DISPOSE( aff_next->duration ); DISPOSE( aff_next->modifier ); DISPOSE( aff_next ); send_to_char( "Removed.\n\r", ch ); return; } } send_to_char( "Not found.\n\r", ch ); return; } /* * affect <location> <modifier> <duration> <bitvector> */ if ( !str_cmp( arg2, "affect" ) ) { char location[MAX_INPUT_LENGTH]; char modifier[MAX_INPUT_LENGTH]; char duration[MAX_INPUT_LENGTH]; char bitvector[MAX_INPUT_LENGTH]; int loc, bit, tmpbit; SMAUG_AFF *aff; argument = one_argument( argument, location ); argument = one_argument( argument, modifier ); argument = one_argument( argument, duration ); if ( location[0] == '!' ) loc = get_atype( location+1 ) + REVERSE_APPLY; else loc = get_atype( location ); if ( (loc % REVERSE_APPLY) < 0 || (loc % REVERSE_APPLY) >= MAX_APPLY_TYPE ) { send_to_char( "Unknown affect location. See AFFECTTYPES.\n\r", ch ); return; } bit = 0; while ( argument[0] != 0 ) { argument = one_argument( argument, bitvector ); if ( (tmpbit=get_aflag( bitvector )) == -1 ) ch_printf( ch, "Unknown bitvector: %s. See AFFECTED_BY\n\r", bitvector ); else bit |= (1 << tmpbit); } CREATE( aff, SMAUG_AFF, 1 ); if ( !str_cmp( duration, "0" ) ) duration[0] = '\0'; if ( !str_cmp( modifier, "0" ) ) modifier[0] = '\0'; aff->duration = str_dup( duration ); aff->location = loc; aff->modifier = str_dup( modifier ); aff->bitvector = bit; aff->next = skill->affects; skill->affects = aff; send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "adept" ) ) { return; } if ( !str_cmp( arg2, "name" ) ) { DISPOSE(skill->name); skill->name = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dammsg" ) ) { DISPOSE(skill->noun_damage); if ( !str_cmp( argument, "clear" ) ) skill->noun_damage = str_dup( "" ); else skill->noun_damage = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "wearoff" ) ) { DISPOSE(skill->msg_off); if ( str_cmp( argument, "clear" ) ) skill->msg_off = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitchar" ) ) { if ( skill->hit_char ) DISPOSE(skill->hit_char); if ( str_cmp( argument, "clear" ) ) skill->hit_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitvict" ) ) { if ( skill->hit_vict ) DISPOSE(skill->hit_vict); if ( str_cmp( argument, "clear" ) ) skill->hit_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitroom" ) ) { if ( skill->hit_room ) DISPOSE(skill->hit_room); if ( str_cmp( argument, "clear" ) ) skill->hit_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "misschar" ) ) { if ( skill->miss_char ) DISPOSE(skill->miss_char); if ( str_cmp( argument, "clear" ) ) skill->miss_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "missvict" ) ) { if ( skill->miss_vict ) DISPOSE(skill->miss_vict); if ( str_cmp( argument, "clear" ) ) skill->miss_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "missroom" ) ) { if ( skill->miss_room ) DISPOSE(skill->miss_room); if ( str_cmp( argument, "clear" ) ) skill->miss_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "diechar" ) ) { if ( skill->die_char ) DISPOSE(skill->die_char); if ( str_cmp( argument, "clear" ) ) skill->die_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dievict" ) ) { if ( skill->die_vict ) DISPOSE(skill->die_vict); if ( str_cmp( argument, "clear" ) ) skill->die_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dieroom" ) ) { if ( skill->die_room ) DISPOSE(skill->die_room); if ( str_cmp( argument, "clear" ) ) skill->die_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immchar" ) ) { if ( skill->imm_char ) DISPOSE(skill->imm_char); if ( str_cmp( argument, "clear" ) ) skill->imm_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immvict" ) ) { if ( skill->imm_vict ) DISPOSE(skill->imm_vict); if ( str_cmp( argument, "clear" ) ) skill->imm_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immroom" ) ) { if ( skill->imm_room ) DISPOSE(skill->imm_room); if ( str_cmp( argument, "clear" ) ) skill->imm_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dice" ) ) { if ( skill->dice ) DISPOSE(skill->dice); if ( str_cmp( argument, "clear" ) ) skill->dice = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "components" ) ) { if ( skill->components ) DISPOSE(skill->components); if ( str_cmp( argument, "clear" ) ) skill->components = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } do_sset( ch, "" ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { if ( (sn = skill_lookup(arg1)) >= 0 ) { sprintf(arg1, "%d %s %s", sn, arg2, argument); do_sset(ch, arg1); } else send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } fAll = !str_cmp( arg2, "all" ); sn = 0; if ( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( argument ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( argument ); if ( value < 0 || value > 100 ) { send_to_char( "Value range is 0 to 100.\n\r", ch ); return; } if ( fAll ) { for ( sn = 0; sn < top_sn; sn++ ) { victim->pcdata->learned[sn] = value; } } else victim->pcdata->learned[sn] = value; return; } void learn_from_success( CHAR_DATA *ch, int sn ) { int adept, learn, percent, chance; if ( IS_NPC(ch) || ch->pcdata->learned[sn] == 0 ) return; adept = 100; if ( ch->pcdata->learned[sn] >= adept ) return; if ( ch->pcdata->learned[sn] < 100 ) { chance = ch->pcdata->learned[sn]/4 + 50 + ( 5 * skill_table[sn]->difficulty); percent = number_percent(); learn = 0; if ( percent > 95 ) learn = 3; else if ( percent > 90 ) learn = 2; else if ( percent > chance ) learn = 1; ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn ); if ( ch->pcdata->learned[sn] >= adept ) /* fully learned! */ { set_char_color( AT_WHITE, ch ); if ( number_bits(1) == 0 && sn != gsn_landscape ) { send_to_char( "You feel somewhat brighter.\n\r", ch ); ch->perm_int++; ch->perm_int = UMIN( ch->perm_int , 25 ); ch->pcdata->learned[sn] = adept -1; } else { ch_printf( ch, "You are now an adept of %s!\n\r", skill_table[sn]->name); ch->pcdata->adept_skills++; } } } } void learn_from_failure( CHAR_DATA *ch, int sn ) { } void do_gouge( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; sh_int dam; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && !ch->pcdata->learned[gsn_gouge] ) { send_to_char("You do not yet know of this skill.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 13); if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_gouge] ) { dam = number_range( 1, ch->pcdata->learned[gsn_gouge] ); global_retcode = damage( ch, victim, dam, gsn_gouge ); if ( global_retcode == rNONE ) { if ( !IS_AFFECTED( victim, AFF_BLIND ) ) { af.type = gsn_blindness; af.location = APPLY_HITROLL; af.modifier = -6; af.duration = 3 + IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_gouge] / 20; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); act( AT_SKILL, "You can't see a thing!", victim, NULL, NULL, TO_CHAR ); } WAIT_STATE( ch, PULSE_VIOLENCE ); WAIT_STATE( victim, PULSE_VIOLENCE ); /* Taken out by request - put back in by Thoric * This is how it was designed. You'd be a tad stunned * if someone gouged you in the eye. */ } else if ( global_retcode == rVICT_DIED ) { act( AT_BLOOD, "Your fingers plunge into your victim's brain, causing immediate death!", ch, NULL, NULL, TO_CHAR ); } if ( global_retcode != rCHAR_DIED && global_retcode != rBOTH_DIED ) learn_from_success( ch, gsn_gouge ); } else { WAIT_STATE( ch, skill_table[gsn_gouge]->beats ); global_retcode = damage( ch, victim, 0, gsn_gouge ); learn_from_failure( ch, gsn_gouge ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim, *mst; OBJ_DATA *obj , *obj_next; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( check_illegal_psteal( ch, victim ) ) { send_to_char( "You can't steal from that player.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_steal]->beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ) - (get_curr_lck(ch) - 15) + (get_curr_lck(victim) - 13) + times_killed( ch, victim )*7; if ( victim->position == POS_FIGHTING || percent > ( IS_NPC(ch) ? 90 : ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops...\n\r", ch ); act( AT_ACTION, "$n tried to steal from you!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_yell( victim, buf ); learn_from_failure( ch, gsn_steal ); if ( !IS_NPC(ch) ) { if ( legal_loot( ch, victim ) ) { global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } else { /* log_string( buf ); */ if ( IS_NPC( ch ) ) { if ( (mst = ch->master) == NULL ) return; } else mst = ch; if ( IS_NPC( mst ) ) return; } } return; } if ( IS_NPC(victim) ) add_kill( ch, victim ); /* makes it harder to steal from same char */ if ( !str_cmp( arg1, "credits" ) || !str_cmp( arg1, "credit" ) || !str_cmp( arg1, "money" ) ) { int amount; amount = (int) (victim->gold * number_range(1, 10) / 100); if ( amount <= 0 ) { send_to_char( "You couldn't get any credits.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } ch->gold += amount; victim->gold -= amount; ch_printf( ch, "Aha! You got %d credits.\n\r", amount ); learn_from_success( ch, gsn_steal ); return; } if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL ) { if ( victim->position <= POS_SLEEPING ) { if ( ( obj = get_obj_wear( victim, arg1 ) ) != NULL ) { if ( (obj_next=get_eq_char(victim, obj->wear_loc)) != obj ) { ch_printf( ch, "They are wearing %s on top of %s.\n\r", obj_next->short_descr, obj->short_descr); send_to_char( "You'll have to steal that first.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } else unequip_char( victim, obj ); } } send_to_char( "You can't seem to find it.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( !can_drop_obj( ch, obj ) || IS_OBJ_STAT(obj, ITEM_INVENTORY) || IS_OBJ_STAT(obj, ITEM_PROTOTYPE)) { send_to_char( "You can't manage to pry it away.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( ch->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( ch->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } send_to_char( "Ok.\n\r", ch ); learn_from_success( ch, gsn_steal ); separate_obj( obj ); obj_from_char( obj ); obj_to_char( obj, ch ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; /* Added stabbing weapon. -Narn */ if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != WEAPON_VIBRO_BLADE ) ) { send_to_char( "You need to wield a stabbing weapon.\n\r", ch ); return; } if ( victim->fighting ) { send_to_char( "You can't backstab someone who is in combat.\n\r", ch ); return; } /* Can backstab a char even if it's hurt as long as it's sleeping. -Narn */ if ( victim->hit < victim->max_hit && IS_AWAKE( victim ) ) { act( AT_PLAIN, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 14) + (get_curr_lck(victim) - 13); WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if ( !IS_AWAKE(victim) || IS_NPC(ch) || percent < ch->pcdata->learned[gsn_backstab] ) { learn_from_success( ch, gsn_backstab ); global_retcode = multi_hit( ch, victim, gsn_backstab ); } else { learn_from_failure( ch, gsn_backstab ); global_retcode = damage( ch, victim, 0, gsn_backstab ); } return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You try and rescue yourself, but fail miserably.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ( fch = who_fighting( victim) ) == NULL ) { send_to_char( "They are not fighting right now.\n\r", ch ); return; } ch->alignment = ch->alignment + 5; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); percent = number_percent( ) - (get_curr_lck(ch) - 14) - (get_curr_lck(victim) - 16); WAIT_STATE( ch, skill_table[gsn_rescue]->beats ); if ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); act( AT_SKILL, "$n tries to rescue you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$n tries to rescue $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_failure( ch, gsn_rescue ); return; } act( AT_SKILL, "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n rescues you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$n moves in front of $N!", ch, NULL, victim, TO_NOTVICT ); ch->alignment = ch->alignment + 50; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); learn_from_success( ch, gsn_rescue ); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); if ( ch->fighting ) stop_fighting( ch, FALSE ); /* check_killer( ch, fch ); */ set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick]->beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) { learn_from_success( ch, gsn_kick ); global_retcode = damage( ch, victim, number_range( 1, IS_NPC(ch) ? ch->top_level/5 : ch->pcdata->learned[gsn_kick]/5 ) , gsn_kick ); } else { learn_from_failure( ch, gsn_kick ); global_retcode = damage( ch, victim, 0, gsn_kick ); } return; } /* * Disarm a creature. * Caller must check for successful attack. * Check for loyalty flag (weapon disarms to inventory) for pkillers -Blodkai */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj, *tmpobj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL && number_bits( 1 ) == 0 ) obj = tmpobj; if ( get_eq_char( ch, WEAR_WIELD ) == NULL && number_bits( 1 ) == 0 ) { learn_from_failure( ch, gsn_disarm ); return; } if ( IS_NPC( ch ) && !can_see_obj( ch, obj ) && number_bits( 1 ) == 0) { learn_from_failure( ch, gsn_disarm ); return; } if ( check_grip( ch, victim ) ) { learn_from_failure( ch, gsn_disarm ); return; } act( AT_SKILL, "$n DISARMS you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You disarm $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_disarm ); if ( obj == get_eq_char( victim, WEAR_WIELD ) && (tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; obj_from_char( obj ); obj_to_room( obj, victim->in_room ); return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_disarm] <= 0 ) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_disarm]->beats ); percent = number_percent( ) - (get_curr_lck(ch) - 15) + (get_curr_lck(victim) - 15); if ( !can_see_obj( ch, obj ) ) percent += 10; if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 ) disarm( ch, victim ); else { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_disarm ); } return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( IS_AFFECTED( victim, AFF_FLYING ) || IS_AFFECTED( victim, AFF_FLOATING ) ) return; if ( victim->mount ) { if ( IS_AFFECTED( victim->mount, AFF_FLYING ) || IS_AFFECTED( victim->mount, AFF_FLOATING ) ) return; act( AT_SKILL, "$n trips your mount and you fall off!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You trip $N's mount and $N falls off!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n trips $N's mount and $N falls off!", ch, NULL, victim, TO_NOTVICT ); REMOVE_BIT( victim->mount->act, ACT_MOUNTED ); victim->mount = NULL; WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; return; } if ( victim->wait == 0 ) { act( AT_SKILL, "$n trips you and you go down!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; EXIT_DATA *pexit; SHIP_DATA *ship; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock]->beats ); /* look for guards */ for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) ) { act( AT_PLAIN, "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'pick door' */ /* ROOM_INDEX_DATA *to_room; */ /* Unused */ EXIT_DATA *pexit_rev; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_pick_lock ); return; } if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) { send_to_char( "You failed.\n\r", ch); learn_from_failure( ch, gsn_pick_lock ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( AT_ACTION, "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); learn_from_success( ch, gsn_pick_lock ); /* pick the other side */ if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "You can't pick that.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_pick_lock ); return; } if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) { send_to_char( "You failed.\n\r", ch); learn_from_failure( ch, gsn_pick_lock ); return; } separate_obj( obj ); REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( AT_ACTION, "$n picks $p.", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_pick_lock ); return; } if ( ( ship = ship_in_room(ch->in_room, arg ) ) != NULL ) { int chance; char buf[MAX_STRING_LENGTH]; if ( check_pilot( ch , ship ) ) { send_to_char("&RWhat would be the point of that!\n\r",ch); return; } if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED ) { send_to_char( "&RThat ship has already started to launch",ch); return; } WAIT_STATE( ch, skill_table[gsn_pickshiplock]->beats ); chance = URANGE( 0 , ch->pcdata->learned[gsn_pickshiplock] , 95 ); if ( IS_NPC(ch) || !ch->pcdata || number_percent() > chance ) { CHAR_DATA * wch; send_to_char( "You failed.\n\r", ch); sprintf ( buf , "&R[ALARM] Someone is attempting to pick %s.", ship->name ); echo_to_area ( ch->in_room->area , AT_RED , buf, 0 ); for ( wch = first_char; wch; wch = wch->next ) if ( !str_cmp( ship->owner , wch->name ) ) send_to_char( buf , ch); return; } if ( !ship->hatchopen) { ship->hatchopen = TRUE; act( AT_PLAIN, "You pick the lock and open the hatch on $T.", ch, NULL, ship->name, TO_CHAR ); act( AT_PLAIN, "$n picks open the hatch on $T.", ch, NULL, ship->name, TO_ROOM ); echo_to_room( AT_YELLOW , ship->entrance , "The hatch opens from the outside." ); learn_from_success( ch, gsn_pickshiplock ); } return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } send_to_char( "You attempt to move silently.\n\r", ch ); affect_strip( ch, gsn_sneak ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] ) { af.type = gsn_sneak; af.duration = IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_sneak] * DUR_CONV; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); learn_from_success( ch, gsn_sneak ); } else learn_from_failure( ch, gsn_sneak ); return; } void do_hide( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] ) { SET_BIT(ch->affected_by, AFF_HIDE); learn_from_success( ch, gsn_hide ); } else learn_from_failure( ch, gsn_hide ); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *location; CHAR_DATA *opponent; location = NULL; location = get_room_index( wherehome(ch) ); if ( !IS_IMMORTAL( ch ) ) { return; } if ( !location ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET(ch->affected_by, AFF_CURSE) ) { send_to_char("You are cursed and cannot recall!\n\r", ch ); return; } if ( ( opponent = who_fighting( ch ) ) != NULL ) { if ( number_bits( 1 ) == 0 || ( !IS_NPC( opponent ) && number_bits( 3 ) > 1 ) ) { WAIT_STATE( ch, 4 ); ch_printf( ch, "You failed!\n\r" ); return; } ch_printf( ch, "You recall from combat!\n\r" ); stop_fighting( ch, TRUE ); } act( AT_ACTION, "$n disappears in a swirl of the Force.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); if ( ch->mount ) { char_from_room( ch->mount ); char_to_room( ch->mount, location ); } act( AT_ACTION, "$n appears in a swirl of the Force.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return; } void do_aid( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Aid whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aid yourself?\n\r", ch ); return; } if ( victim->position > POS_STUNNED ) { act( AT_PLAIN, "$N doesn't need your help.", ch, NULL, victim, TO_CHAR); return; } if ( victim->hit <= -400 ) { act( AT_PLAIN, "$N's condition is beyond your aiding ability.", ch, NULL, victim, TO_CHAR); return; } ch->alignment = ch->alignment + 20; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); percent = number_percent( ) - (get_curr_lck(ch) - 13); WAIT_STATE( ch, skill_table[gsn_aid]->beats ); if ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_aid] ) { send_to_char( "You fail.\n\r", ch ); learn_from_failure( ch, gsn_aid ); return; } ch->alignment = ch->alignment + 20; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); act( AT_SKILL, "You aid $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n aids $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_aid ); if ( victim->hit < 1 ) victim->hit = 1; update_pos( victim ); act( AT_SKILL, "$n aids you!", ch, NULL, victim, TO_VICT ); return; } void do_mount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_mount] <= 0 ) { send_to_char( "I don't think that would be a good idea...\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You're already mounted!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "You can't find that here.\n\r", ch ); return; } if ( !IS_NPC(victim) || !IS_SET(victim->act, ACT_MOUNTABLE ) ) { send_to_char( "You can't mount that!\n\r", ch ); return; } if ( IS_SET(victim->act, ACT_MOUNTED ) ) { send_to_char( "That mount already has a rider.\n\r", ch ); return; } if ( victim->position < POS_STANDING ) { send_to_char( "Your mount must be standing.\n\r", ch ); return; } if ( victim->position == POS_FIGHTING || victim->fighting ) { send_to_char( "Your mount is moving around too much.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_mount]->beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_mount] ) { SET_BIT( victim->act, ACT_MOUNTED ); ch->mount = victim; act( AT_SKILL, "You mount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n skillfully mounts $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n mounts you.", ch, NULL, victim, TO_VICT ); learn_from_success( ch, gsn_mount ); ch->position = POS_MOUNTED; } else { act( AT_SKILL, "You unsuccessfully try to mount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n unsuccessfully attempts to mount $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n tries to mount you.", ch, NULL, victim, TO_VICT ); learn_from_failure( ch, gsn_mount ); } return; } void do_dismount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( (victim = ch->mount) == NULL ) { send_to_char( "You're not mounted.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_mount]->beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_mount] ) { act( AT_SKILL, "You dismount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n skillfully dismounts $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n dismounts you. Whew!", ch, NULL, victim, TO_VICT ); REMOVE_BIT( victim->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_STANDING; learn_from_success( ch, gsn_mount ); } else { act( AT_SKILL, "You fall off while dismounting $N. Ouch!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n falls off of $N while dismounting.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n falls off your back.", ch, NULL, victim, TO_VICT ); learn_from_failure( ch, gsn_mount ); REMOVE_BIT( victim->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_SITTING; global_retcode = damage( ch, ch, 1, TYPE_UNDEFINED ); } return; } /**************************************************************************/ /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chances; OBJ_DATA *wield; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !IS_SET(victim->defenses, DFND_PARRY) ) return FALSE; if ( IS_NPC(victim) ) { /* Tuan was here. :) *** so was Durga :p *** */ chances = UMIN( 60, victim->top_level ); } else { if ( ( wield = get_eq_char( victim, WEAR_WIELD ) ) == NULL || ( wield->value[3] != WEAPON_LIGHTSABER ) ) { if ( ( wield = get_eq_char( victim, WEAR_DUAL_WIELD ) ) == NULL || ( wield->value[3] != WEAPON_LIGHTSABER ) ) return FALSE; } chances = (int) (victim->pcdata->learned[gsn_parry] ); } chances = URANGE ( 10 , chances , 90 ); if ( number_range( 1, 100 ) > chances ) { learn_from_failure( victim, gsn_parry ); return FALSE; } if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG) ) /*SB*/ act( AT_SKILL, "You parry $n's attack.", ch, NULL, victim, TO_VICT ); if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) /* SB */ act( AT_SKILL, "$N parries your attack.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_parry ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chances; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !IS_SET(victim->defenses, DFND_DODGE) ) return FALSE; if ( IS_NPC(victim) ) chances = UMIN( 60, victim->top_level ); else chances = (int) (victim->pcdata->learned[gsn_dodge] / 2); if ( number_range( 1, 100 ) > chances ) { learn_from_failure( victim, gsn_dodge ); return FALSE; } if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG) ) act( AT_SKILL, "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) act( AT_SKILL, "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_dodge ); return TRUE; } void do_poison_weapon( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *pobj; OBJ_DATA *wobj; char arg [ MAX_INPUT_LENGTH ]; int percent; if ( !IS_NPC( ch ) && ch->pcdata->learned[gsn_poison_weapon] <= 0 ) { send_to_char( "What do you think you are, a thief?\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What are you trying to poison?\n\r", ch ); return; } if ( ch->fighting ) { send_to_char( "While you're fighting? Nice try.\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that weapon.\n\r", ch ); return; } if ( obj->item_type != ITEM_WEAPON ) { send_to_char( "That item is not a weapon.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_POISONED ) ) { send_to_char( "That weapon is already poisoned.\n\r", ch ); return; } /* Now we have a valid weapon...check to see if we have the powder. */ for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content ) { if ( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER ) break; } if ( !pobj ) { send_to_char( "You do not have the black poison powder.\n\r", ch ); return; } /* Okay, we have the powder...do we have water? */ for ( wobj = ch->first_carrying; wobj; wobj = wobj->next_content ) { if ( wobj->item_type == ITEM_DRINK_CON && wobj->value[1] > 0 && wobj->value[2] == 0 ) break; } if ( !wobj ) { send_to_char( "You have no water to mix with the powder.\n\r", ch ); return; } /* And does the thief have steady enough hands? */ if ( !IS_NPC( ch ) && ( ch->pcdata->condition[COND_DRUNK] > 0 ) ) { send_to_char("Your hands aren't steady enough to properly mix the poison.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_poison_weapon]->beats ); percent = (number_percent( ) - get_curr_lck(ch) - 14); /* Check the skill percentage */ separate_obj( pobj ); separate_obj( wobj ); if ( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_poison_weapon] ) { set_char_color( AT_RED, ch ); send_to_char( "You failed and spill some on yourself. Ouch!\n\r", ch ); set_char_color( AT_GREY, ch ); damage( ch, ch, IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_poison_weapon] , gsn_poison_weapon ); act(AT_RED, "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); learn_from_failure( ch, gsn_poison_weapon ); return; } separate_obj( obj ); act(AT_RED, "You mix $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_CHAR ); act(AT_RED, "$n mixes $p in $P, creating a deadly poison!",ch, pobj, wobj, TO_ROOM ); act(AT_GREEN, "You pour the poison over $p, which glistens wickedly!",ch, obj, NULL, TO_CHAR ); act(AT_GREEN, "$n pours the poison over $p, which glistens wickedly!",ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_POISONED ); obj->cost *= IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_poison_weapon]/2; /* Set an object timer. Don't want proliferation of poisoned weapons */ obj->timer = 10 + IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_poison_weapon] ; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) obj->timer *= 2; if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) obj->timer *= 2; /* WHAT? All of that, just for that one bit? How lame. ;) */ act(AT_BLUE, "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_CHAR ); act(AT_BLUE, "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); learn_from_success( ch, gsn_poison_weapon ); return; } bool check_grip( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !IS_SET(victim->defenses, DFND_GRIP) ) return FALSE; if ( IS_NPC(victim) ) chance = UMIN( 60, 2 * victim->top_level ); else chance = (int) (victim->pcdata->learned[gsn_grip] / 2); /* Consider luck as a factor */ chance += (2 * (get_curr_lck(victim) - 13 ) ); if ( number_percent( ) >= chance + victim->top_level - ch->top_level ) { learn_from_failure( victim, gsn_grip ); return FALSE; } act( AT_SKILL, "You evade $n's attempt to disarm you.", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$N holds $S weapon strongly, and is not disarmed.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_grip ); return TRUE; } void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't circle while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Circle around whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "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->value[3] != 2 ) ) { send_to_char( "You need to wield a piercing or stabbing weapon.\n\r", ch ); return; } if ( !ch->fighting ) { send_to_char( "You can't circle when you aren't fighting.\n\r", ch); return; } if ( !victim->fighting ) { send_to_char( "You can't circle around a person who is not fighting.\n\r", ch ); return; } if ( victim->num_fighting < 2 ) { act( AT_PLAIN, "You can't circle around them without a distraction.", ch, NULL, victim, TO_CHAR ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13); WAIT_STATE( ch, skill_table[gsn_circle]->beats ); if ( percent < (IS_NPC(ch) ? ch->top_level * 1.5 : ch->pcdata->learned[gsn_circle]) ) { learn_from_success( ch, gsn_circle ); global_retcode = multi_hit( ch, victim, gsn_circle ); } else { learn_from_failure( ch, gsn_circle ); global_retcode = damage( ch, victim, 0, gsn_circle ); } return; } /* Berserk and HitAll. -- Altrag */ void do_berserk( CHAR_DATA *ch, char *argument ) { sh_int percent; AFFECT_DATA af; if ( !ch->fighting ) { send_to_char( "But you aren't fighting!\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_BERSERK) ) { send_to_char( "Your rage is already at its peak!\n\r", ch ); return; } percent = IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_berserk]; WAIT_STATE(ch, skill_table[gsn_berserk]->beats); if ( !chance(ch, percent) ) { send_to_char( "You couldn't build up enough rage.\n\r", ch); learn_from_failure(ch, gsn_berserk); return; } af.type = gsn_berserk; /* Hmmm.. 10-20 combat rounds at level 50.. good enough for most mobs, and if not they can always go berserk again.. shrug.. maybe even too high. -- Altrag */ af.duration = number_range(ch->top_level/5, ch->top_level*2/5); /* Hmm.. you get stronger when yer really enraged.. mind over matter type thing.. */ af.location = APPLY_STR; af.modifier = 1; af.bitvector = AFF_BERSERK; affect_to_char(ch, &af); send_to_char( "You start to lose control..\n\r", ch ); learn_from_success(ch, gsn_berserk); return; } /* External from fight.c */ ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void do_hitall( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; sh_int nvict = 0; sh_int nhit = 0; sh_int percent; if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { send_to_char( "You cannot do that here.\n\r", ch); return; } if ( !ch->in_room->first_person ) { send_to_char( "There's no one here!\n\r", ch ); return; } percent = IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_hitall]; for ( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_same_group(ch, vch) || !is_legal_kill(ch, vch) || !can_see(ch, vch) || is_safe(ch, vch) ) continue; if ( ++nvict > IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_hitall] / 5 ) break; if ( chance(ch, percent) ) { nhit++; global_retcode = one_hit(ch, vch, TYPE_UNDEFINED); } else global_retcode = damage(ch, vch, 0, TYPE_UNDEFINED); /* Fireshield, etc. could kill ch too.. :>.. -- Altrag */ if ( global_retcode == rCHAR_DIED || global_retcode == rBOTH_DIED || char_died(ch) ) return; } if ( !nvict ) { send_to_char( "There's no one here!\n\r", ch ); return; } ch->move = UMAX(0, ch->move-nvict*3+nhit); if ( nhit ) learn_from_success(ch, gsn_hitall); else learn_from_failure(ch, gsn_hitall); return; } bool check_illegal_psteal( CHAR_DATA *ch, CHAR_DATA *victim ) { return FALSE; } void do_scan( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; sh_int dir = -1; sh_int dist; sh_int max_dist = 5; if ( argument[0] == '\0' ) return; if ( ( dir = get_door( argument ) ) == -1 ) return; was_in_room = ch->in_room; if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { act( AT_GREY, "You can't see any further $t.", ch, dir_name[dir], NULL, TO_CHAR ); return; } if ( ch->top_level < 50 ) max_dist--; if ( ch->top_level < 20 ) max_dist--; for ( dist = 1; dist <= max_dist; ) { if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) { if ( IS_SET( pexit->exit_info, EX_SECRET ) ) act( AT_GREY, "Your view $t is blocked by a wall.", ch, dir_name[dir], NULL, TO_CHAR ); else act( AT_GREY, "Your view $t is blocked by a door.", ch, dir_name[dir], NULL, TO_CHAR ); break; } to_room = pexit->to_room; if ( room_is_private( ch, to_room ) && !IS_IMMORTAL(ch) ) { act( AT_GREY, "Your view $t is blocked by a private room.", ch, dir_name[dir], NULL, TO_CHAR ); break; } char_from_room( ch ); char_to_room( ch, to_room ); set_char_color( AT_RMNAME, ch ); send_to_char( ch->in_room->name, ch ); send_to_char( "\n\r", ch ); show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE ); show_char_to_char( ch->in_room->first_person, ch ); switch( ch->in_room->sector_type ) { default: dist++; break; case SECT_AIR: if ( number_percent() < 80 ) dist++; break; case SECT_INSIDE: case SECT_FIELD: case SECT_UNDERGROUND: dist++; break; case SECT_FOREST: case SECT_CITY: case SECT_DESERT: case SECT_HILLS: dist += 2; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: dist += 3; break; case SECT_MOUNTAIN: case SECT_UNDERWATER: case SECT_OCEANFLOOR: dist += 4; break; } if ( dist >= max_dist ) { act( AT_GREY, "Your vision blurs with distance and you see no " "farther $t.", ch, dir_name[dir], NULL, TO_CHAR ); break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { act( AT_GREY, "Your view $t is blocked by a wall.", ch, dir_name[dir], NULL, TO_CHAR ); break; } } char_from_room( ch ); char_to_room( ch, was_in_room ); return; } void do_slice( CHAR_DATA *ch, char *argument ) { }