/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Player skills module *
****************************************************************************/
#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 );
bool validate_spec_fun( char *name );
int ris_save( CHAR_DATA * ch, int schance, int ris );
bool check_illegal_psteal( CHAR_DATA * ch, CHAR_DATA * victim );
void failed_casting( struct skill_type *skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj );
int xp_compute( CHAR_DATA * gch, CHAR_DATA * victim );
/*
* Dummy function
*/
void skill_notfound( CHAR_DATA * ch, char *argument )
{
send_to_char( "Huh?\r\n", 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( strcasecmp( 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...\r\n", 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.\r\n", 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...\r\n", 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?\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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?\r\n", 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\r\n",
sn, skill_table[sn]->slot, skill_table[sn]->name, spell_damage[SPELL_DAMAGE( skill_table[sn] )] );
}
else if( !str_cmp( arg, "herbs" ) )
{
for( sn = 0; sn < top_herb && herb_table[sn] && herb_table[sn]->name; sn++ )
pager_printf( ch, "%d) %s\r\n", sn, herb_table[sn]->name );
}
else
{
SMAUG_AFF *aff;
int cnt = 0;
if( arg[0] == 'h' && is_number( arg + 1 ) )
{
sn = atoi( arg + 1 );
if( !IS_VALID_HERB( sn ) )
{
send_to_char( "Invalid herb.\r\n", ch );
return;
}
skill = herb_table[sn];
}
else if( is_number( arg ) )
{
sn = atoi( arg );
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Invalid sn.\r\n", ch );
return;
}
sn %= 1000;
}
else if( ( sn = skill_lookup( arg ) ) >= 0 )
skill = skill_table[sn];
else if( ( sn = herb_lookup( arg ) ) >= 0 )
skill = herb_table[sn];
else
{
send_to_char( "No such skill, spell, proficiency or tongue.\r\n", ch );
return;
}
if( !skill )
{
send_to_char( "Not created yet.\r\n", ch );
return;
}
ch_printf( ch, "Sn: %4d Slot: %4d %s: '%-20s'\r\n", 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\r\n",
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, "\r\n" );
send_to_char( buf, ch );
}
ch_printf( ch, "Saves: %s\r\n", spell_saves[( int )skill->saves] );
if( skill->difficulty != '\0' )
ch_printf( ch, "Difficulty: %d\r\n", ( int )skill->difficulty );
ch_printf( ch, "Type: %s Target: %s Minpos: %d Mana: %d Beats: %d\r\n",
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 Guild: %d Code: %s\r\n",
skill->flags,
skill->guild, skill->skill_fun ? skill->skill_fun_name : skill->spell_fun_name );
ch_printf( ch, "Dammsg: %s\r\nWearoff: %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\r\n", skill->dice );
if( skill->teachers && skill->teachers[0] != '\0' )
ch_printf( ch, "Teachers: %s\r\n", skill->teachers );
if( skill->components && skill->components[0] != '\0' )
ch_printf( ch, "Components: %s\r\n", skill->components );
if( skill->participants )
ch_printf( ch, "Participants: %d\r\n", ( 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( "\r\n", 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, "\r\n" );
send_to_char( buf, ch );
if( !aff->next )
send_to_char( "\r\n", ch );
}
if( skill->hit_char && skill->hit_char[0] != '\0' )
ch_printf( ch, "Hitchar : %s\r\n", skill->hit_char );
if( skill->hit_vict && skill->hit_vict[0] != '\0' )
ch_printf( ch, "Hitvict : %s\r\n", skill->hit_vict );
if( skill->hit_room && skill->hit_room[0] != '\0' )
ch_printf( ch, "Hitroom : %s\r\n", skill->hit_room );
if( skill->miss_char && skill->miss_char[0] != '\0' )
ch_printf( ch, "Misschar : %s\r\n", skill->miss_char );
if( skill->miss_vict && skill->miss_vict[0] != '\0' )
ch_printf( ch, "Missvict : %s\r\n", skill->miss_vict );
if( skill->miss_room && skill->miss_room[0] != '\0' )
ch_printf( ch, "Missroom : %s\r\n", skill->miss_room );
if( skill->die_char && skill->die_char[0] != '\0' )
ch_printf( ch, "Diechar : %s\r\n", skill->die_char );
if( skill->die_vict && skill->die_vict[0] != '\0' )
ch_printf( ch, "Dievict : %s\r\n", skill->die_vict );
if( skill->die_room && skill->die_room[0] != '\0' )
ch_printf( ch, "Dieroom : %s\r\n", skill->die_room );
if( skill->imm_char && skill->imm_char[0] != '\0' )
ch_printf( ch, "Immchar : %s\r\n", skill->imm_char );
if( skill->imm_vict && skill->imm_vict[0] != '\0' )
ch_printf( ch, "Immvict : %s\r\n", skill->imm_vict );
if( skill->imm_room && skill->imm_room[0] != '\0' )
ch_printf( ch, "Immroom : %s\r\n", skill->imm_room );
if( skill->type != SKILL_HERB && skill->guild >= 0 && skill->guild < MAX_ABILITY )
{
sprintf( buf, "guild: %s Align: %4d lvl: %3d\r\n",
ability_name[skill->guild], skill->alignment, skill->min_level );
send_to_char( buf, ch );
}
send_to_char( "\r\n", ch );
}
return;
}
/*
* Set a skill's attributes or what skills a player has.
* High god command, with support for creating skills/spells/herbs/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>\r\n", ch );
send_to_char( "or: sset <victim> all <value>\r\n", ch );
if( get_trust( ch ) > LEVEL_SUB_IMPLEM )
{
send_to_char( "or: sset save skill table\r\n", ch );
send_to_char( "or: sset save herb table\r\n", ch );
send_to_char( "or: sset create skill 'new skill'\r\n", ch );
send_to_char( "or: sset create herb 'new herb'\r\n", ch );
}
if( get_trust( ch ) > LEVEL_GREATER )
{
send_to_char( "or: sset <sn> <field> <value>\r\n", ch );
send_to_char( "\r\nField being one of:\r\n", ch );
send_to_char( " name code target minpos slot mana beats dammsg wearoff guild minlevel\r\n", ch );
send_to_char( " type damtype acttype classtype powertype flag dice value difficulty affect\r\n", ch );
send_to_char( " rmaffect level adept hit miss die imm (char/vict/room)\r\n", ch );
send_to_char( " components teachers\r\n", ch );
send_to_char( "Affect having the fields: <location> <modfifier> [duration] [bitvector]\r\n", ch );
send_to_char( "(See AFFECTTYPES for location, and AFFECTED_BY for bitvector)\r\n", ch );
}
send_to_char( "Skill being any skill or spell.\r\n", ch );
return;
}
if( get_trust( ch ) > LEVEL_SUB_IMPLEM && !str_cmp( arg1, "save" ) && !str_cmp( argument, "table" ) )
{
if( !str_cmp( arg2, "skill" ) )
{
send_to_char( "Saving skill table...\r\n", ch );
save_skill_table( );
return;
}
if( !str_cmp( arg2, "herb" ) )
{
send_to_char( "Saving herb table...\r\n", ch );
save_herb_table( );
return;
}
}
if( get_trust( ch ) > LEVEL_SUB_IMPLEM
&& !str_cmp( arg1, "create" ) && ( !str_cmp( arg2, "skill" ) || !str_cmp( arg2, "herb" ) ) )
{
struct skill_type *skill;
short type = SKILL_UNKNOWN;
if( !str_cmp( arg2, "herb" ) )
{
type = SKILL_HERB;
if( top_herb >= MAX_HERB )
{
ch_printf( ch, "The current top herb is %d, which is the maximum. "
"To add more herbs,\r\nMAX_HERB will have to be "
"raised in mud.h, and the mud recompiled.\r\n", top_sn );
return;
}
}
else if( top_sn >= MAX_SKILL )
{
ch_printf( ch, "The current top sn is %d, which is the maximum. "
"To add more skills,\r\nMAX_SKILL will have to be "
"raised in mud.h, and the mud recompiled.\r\n", top_sn );
return;
}
CREATE( skill, struct skill_type, 1 );
if( type == SKILL_HERB )
{
int max, x;
herb_table[top_herb++] = skill;
for( max = x = 0; x < top_herb - 1; x++ )
if( herb_table[x] && herb_table[x]->slot > max )
max = herb_table[x]->slot;
skill->slot = max + 1;
}
else
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.\r\n", ch );
return;
}
if( arg1[0] == 'h' )
sn = atoi( arg1 + 1 );
else
sn = atoi( arg1 );
if( get_trust( ch ) > LEVEL_GREATER
&& ( ( arg1[0] == 'h' && is_number( arg1 + 1 ) && ( sn = atoi( arg1 + 1 ) ) >= 0 )
|| ( is_number( arg1 ) && ( sn = atoi( arg1 ) ) >= 0 ) ) )
{
struct skill_type *skill;
if( arg1[0] == 'h' )
{
if( sn >= top_herb )
{
send_to_char( "Herb number out of range.\r\n", ch );
return;
}
skill = herb_table[sn];
}
else
{
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Skill number out of range.\r\n", ch );
return;
}
sn %= 1000;
}
if( !str_cmp( arg2, "difficulty" ) )
{
skill->difficulty = atoi( argument );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "participants" ) )
{
skill->participants = atoi( argument );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "alignment" ) )
{
skill->alignment = atoi( argument );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "damtype" ) )
{
int x = get_sdamage( argument );
if( x == -1 )
send_to_char( "Not a spell damage type.\r\n", ch );
else
{
SET_SDAM( skill, x );
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "acttype" ) )
{
int x = get_saction( argument );
if( x == -1 )
send_to_char( "Not a spell action type.\r\n", ch );
else
{
SET_SACT( skill, x );
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "classtype" ) )
{
int x = get_sclass( argument );
if( x == -1 )
send_to_char( "Not a spell class type.\r\n", ch );
else
{
SET_SCLA( skill, x );
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "powertype" ) )
{
int x = get_spower( argument );
if( x == -1 )
send_to_char( "Not a spell power type.\r\n", ch );
else
{
SET_SPOW( skill, x );
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "flag" ) )
{
int x = get_sflag( argument );
if( x == -1 )
send_to_char( "Not a spell flag.\r\n", ch );
else
{
TOGGLE_BIT( skill->flags, 1 << ( x + 11 ) );
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "saves" ) )
{
int x = get_ssave( argument );
if( x == -1 )
send_to_char( "Not a saving type.\r\n", ch );
else
{
skill->saves = x;
send_to_char( "Ok.\r\n", ch );
}
return;
}
if ( !str_cmp( arg2, "code" ) )
{
SPELL_FUN *spellfun;
DO_FUN *dofun;
if( !str_prefix( "do_", argument ) && ( dofun = skill_function( argument ) ) != skill_notfound )
{
skill->skill_fun = dofun;
skill->spell_fun = NULL;
DISPOSE( skill->skill_fun_name );
skill->skill_fun_name = str_dup( argument );
}
else if( ( spellfun = spell_function( argument ) ) != spell_notfound )
{
skill->spell_fun = spellfun;
skill->skill_fun = NULL;
DISPOSE( skill->skill_fun_name );
skill->spell_fun_name = str_dup( argument );
}
else if( validate_spec_fun( argument ) )
{
send_to_char( "Cannot use a spec_fun for skills or spells.\r\n", ch );
return;
}
else
{
send_to_char( "Not a spell or skill.\r\n", ch );
return;
}
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "target" ) )
{
int x = get_starget( argument );
if( x == -1 )
send_to_char( "Not a valid target type.\r\n", ch );
else
{
skill->target = x;
send_to_char( "Ok.\r\n", ch );
}
return;
}
if( !str_cmp( arg2, "minpos" ) )
{
skill->minimum_position = URANGE( POS_DEAD, atoi( argument ), POS_DRAG );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "minlevel" ) )
{
skill->min_level = URANGE( 1, atoi( argument ), MAX_LEVEL );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "slot" ) )
{
skill->slot = URANGE( 0, atoi( argument ), 30000 );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "mana" ) )
{
skill->min_mana = URANGE( 0, atoi( argument ), 2000 );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "beats" ) )
{
skill->beats = URANGE( 0, atoi( argument ), 120 );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "guild" ) )
{
skill->guild = atoi( argument );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "value" ) )
{
skill->value = atoi( argument );
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "type" ) )
{
skill->type = get_skill( argument );
send_to_char( "Ok.\r\n", 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.\r\n", ch );
return;
}
if( num == 1 )
{
skill->affects = aff->next;
DISPOSE( aff->duration );
DISPOSE( aff->modifier );
DISPOSE( aff );
send_to_char( "Removed.\r\n", 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.\r\n", ch );
return;
}
}
send_to_char( "Not found.\r\n", 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.\r\n", 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\r\n", 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;
if( loc == APPLY_AFFECT || loc == APPLY_RESISTANT || loc == APPLY_IMMUNE || loc == APPLY_SUSCEPTIBLE )
{
int modval = get_aflag( modifier );
/* Sanitize the flag input for the modifier if needed -- Samson */
if( modval < 0 )
modval = 0;
snprintf( modifier, MAX_INPUT_LENGTH, "%d", modval );
}
aff->modifier = str_dup( modifier );
aff->bitvector = bit;
aff->next = skill->affects;
skill->affects = aff;
send_to_char( "Ok.\r\n", ch );
return;
}
if( !str_cmp( arg2, "level" ) )
{
skill->min_level = URANGE( 1, atoi( argument ), MAX_LEVEL );
send_to_char( "Ok.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", ch );
return;
}
if( !str_cmp( arg2, "teachers" ) )
{
if( skill->teachers )
DISPOSE( skill->teachers );
if( str_cmp( argument, "clear" ) )
skill->teachers = str_dup( argument );
send_to_char( "Ok.\r\n", 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.\r\n", ch );
return;
}
if( IS_NPC( victim ) )
{
send_to_char( "Not on NPC's.\r\n", ch );
return;
}
fAll = !str_cmp( arg2, "all" );
sn = 0;
if( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 )
{
send_to_char( "No such skill or spell.\r\n", ch );
return;
}
/*
* Snarf the value.
*/
if( !is_number( argument ) )
{
send_to_char( "Value must be numeric.\r\n", ch );
return;
}
value = atoi( argument );
if( value < 0 || value > 100 )
{
send_to_char( "Value range is 0 to 100.\r\n", ch );
return;
}
if( fAll )
{
for( sn = 0; sn < top_sn; sn++ )
{
/*
* Fix by Narn to prevent ssetting skills the player shouldn't have.
*/
if( skill_table[sn]->guild < 0 || skill_table[sn]->guild >= MAX_ABILITY )
continue;
if( skill_table[sn]->name
&& ( victim->skill_level[skill_table[sn]->guild] >= skill_table[sn]->min_level || value == 0 ) )
victim->pcdata->learned[sn] = value;
}
}
else
victim->pcdata->learned[sn] = value;
return;
}
void learn_from_success( CHAR_DATA * ch, int sn )
{
int adept, gain, sklvl, learn, percent, schance;
if( IS_NPC( ch ) || ch->pcdata->learned[sn] == 0 )
return;
if( sn == skill_lookup( "meditate" ) && ch->skill_level[FORCE_ABILITY] < 2 )
gain_exp( ch, 25, FORCE_ABILITY );
sklvl = skill_table[sn]->min_level;
if( skill_table[sn]->guild < 0 || skill_table[sn]->guild >= MAX_ABILITY )
return;
adept = ( ch->skill_level[skill_table[sn]->guild] - skill_table[sn]->min_level ) * 5 + 50;
adept = UMIN( adept, 100 );
if( ch->pcdata->learned[sn] >= adept )
return;
if( sklvl == 0 || sklvl > ch->skill_level[skill_table[sn]->guild] )
sklvl = ch->skill_level[skill_table[sn]->guild];
if( ch->pcdata->learned[sn] < 100 )
{
schance = ch->pcdata->learned[sn] + ( 5 * skill_table[sn]->difficulty );
percent = number_percent( );
if( percent >= schance )
learn = 2;
else if( schance - percent > 25 )
return;
else
learn = 1;
ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn );
if( ch->pcdata->learned[sn] == 100 ) /* fully learned! */
{
gain = 50 * sklvl;
set_char_color( AT_WHITE, ch );
ch_printf( ch, "You are now an adept of %s! You gain %d bonus experience!\r\n", skill_table[sn]->name, gain );
}
else
{
gain = 10 * sklvl;
if( !ch->fighting && sn != gsn_hide && sn != gsn_sneak )
{
set_char_color( AT_WHITE, ch );
ch_printf( ch, "You gain %d experience points from your success!\r\n", gain );
}
}
gain_exp( ch, gain, skill_table[sn]->guild );
}
}
void learn_from_failure( CHAR_DATA * ch, int sn )
{
}
void do_gouge( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
short dam;
int percent;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && !ch->pcdata->learned[gsn_gouge] )
{
send_to_char( "You do not yet know of this skill.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't get close enough while mounted.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", 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->skill_level[COMBAT_ABILITY] );
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 + ( ch->skill_level[COMBAT_ABILITY] / 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_detrap( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *trap;
int percent;
bool found = FALSE;
switch ( ch->substate )
{
default:
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
argument = one_argument( argument, arg );
if( !IS_NPC( ch ) && !ch->pcdata->learned[gsn_detrap] )
{
send_to_char( "You do not yet know of this skill.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Detrap what?\r\n", ch );
return;
}
if( ms_find_obj( ch ) )
return;
found = FALSE;
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
if( !ch->in_room->first_content )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) )
{
found = TRUE;
break;
}
}
if( !found )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
act( AT_ACTION, "You carefully begin your attempt to remove a trap from $p...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully attempts to remove a trap from $p...", ch, obj, NULL, TO_ROOM );
ch->dest_buf = str_dup( obj->name );
add_timer( ch, TIMER_DO_FUN, 3, do_detrap, 1 );
/* WAIT_STATE( ch, skill_table[gsn_detrap]->beats ); */
return;
case 1:
if( !ch->dest_buf )
{
send_to_char( "Your detrapping was interrupted!\r\n", ch );
bug( "do_detrap: ch->dest_buf NULL!", 0 );
return;
}
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
ch->dest_buf = NULL;
ch->substate = SUB_NONE;
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "You carefully stop what you were doing.\r\n", ch );
return;
}
if( !ch->in_room->first_content )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) )
{
found = TRUE;
break;
}
}
if( !found )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
if( ( trap = get_trap( obj ) ) == NULL )
{
send_to_char( "You find no trap on that.\r\n", ch );
return;
}
percent = number_percent( ) - ( ch->skill_level[SMUGGLING_ABILITY] / 20 ) - ( get_curr_lck( ch ) - 16 );
separate_obj( obj );
if( !IS_NPC( ch ) || percent > ch->pcdata->learned[gsn_detrap] )
{
send_to_char( "Ooops!\r\n", ch );
spring_trap( ch, trap );
learn_from_failure( ch, gsn_detrap );
return;
}
extract_obj( trap );
send_to_char( "You successfully remove a trap.\r\n", ch );
learn_from_success( ch, gsn_detrap );
return;
}
void do_dig( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *startobj;
bool found, shovel;
EXIT_DATA *pexit;
switch ( ch->substate )
{
default:
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
one_argument( argument, arg );
if( arg[0] != '\0' )
{
if( ( pexit = find_door( ch, arg, TRUE ) ) == NULL && get_dir( arg ) == -1 )
{
send_to_char( "What direction is that?\r\n", ch );
return;
}
if( pexit )
{
if( !IS_SET( pexit->exit_info, EX_DIG ) && !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "There is no need to dig out that exit.\r\n", ch );
return;
}
}
}
else
{
switch ( ch->in_room->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
send_to_char( "The floor is too hard to dig through.\r\n", ch );
return;
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
case SECT_UNDERWATER:
send_to_char( "You cannot dig here.\r\n", ch );
return;
case SECT_AIR:
send_to_char( "What? In the air?!\r\n", ch );
return;
}
}
add_timer( ch, TIMER_DO_FUN, UMIN( skill_table[gsn_dig]->beats / 10, 3 ), do_dig, 1 );
ch->dest_buf = str_dup( arg );
send_to_char( "You begin digging...\r\n", ch );
act( AT_PLAIN, "$n begins digging...", ch, NULL, NULL, TO_ROOM );
return;
case 1:
if( !ch->dest_buf )
{
send_to_char( "Your digging was interrupted!\r\n", ch );
act( AT_PLAIN, "$n's digging was interrupted!", ch, NULL, NULL, TO_ROOM );
bug( "do_dig: dest_buf NULL", 0 );
return;
}
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "You stop digging...\r\n", ch );
act( AT_PLAIN, "$n stops digging...", ch, NULL, NULL, TO_ROOM );
return;
}
ch->substate = SUB_NONE;
/*
* not having a shovel makes it harder to succeed
*/
shovel = FALSE;
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->item_type == ITEM_SHOVEL )
{
shovel = TRUE;
break;
}
/*
* dig out an EX_DIG exit...
*/
if( arg[0] != '\0' )
{
if( ( pexit = find_door( ch, arg, TRUE ) ) != NULL
&& IS_SET( pexit->exit_info, EX_DIG ) && IS_SET( pexit->exit_info, EX_CLOSED ) )
{
/*
* 4 times harder to dig open a passage without a shovel
*/
if( ( number_percent( ) * ( shovel ? 1 : 4 ) ) < ( IS_NPC( ch ) ? 80 : ch->pcdata->learned[gsn_dig] ) )
{
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
send_to_char( "You dig open a passageway!\r\n", ch );
act( AT_PLAIN, "$n digs open a passageway!", ch, NULL, NULL, TO_ROOM );
learn_from_success( ch, gsn_dig );
return;
}
}
learn_from_failure( ch, gsn_dig );
send_to_char( "Your dig did not discover any exit...\r\n", ch );
act( AT_PLAIN, "$n's dig did not discover any exit...", ch, NULL, NULL, TO_ROOM );
return;
}
startobj = ch->in_room->first_content;
found = FALSE;
for( obj = startobj; obj; obj = obj->next_content )
{
/*
* twice as hard to find something without a shovel
*/
if( IS_OBJ_STAT( obj, ITEM_BURRIED )
&& ( number_percent( ) * ( shovel ? 1 : 2 ) ) < ( IS_NPC( ch ) ? 80 : ch->pcdata->learned[gsn_dig] ) )
{
found = TRUE;
break;
}
}
if( !found )
{
send_to_char( "Your dig uncovered nothing.\r\n", ch );
act( AT_PLAIN, "$n's dig uncovered nothing.", ch, NULL, NULL, TO_ROOM );
learn_from_failure( ch, gsn_dig );
return;
}
separate_obj( obj );
REMOVE_BIT( obj->extra_flags, ITEM_BURRIED );
act( AT_SKILL, "Your dig uncovered $p!", ch, obj, NULL, TO_CHAR );
act( AT_SKILL, "$n's dig uncovered $p!", ch, obj, NULL, TO_ROOM );
learn_from_success( ch, gsn_dig );
return;
}
void do_search( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj = NULL;
OBJ_DATA *container;
OBJ_DATA *startobj;
int percent, door;
bool found, room;
door = -1;
switch ( ch->substate )
{
default:
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
argument = one_argument( argument, arg );
if( arg[0] != '\0' && ( door = get_door( arg ) ) == -1 )
{
container = get_obj_here( ch, arg );
if( !container )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
if( container->item_type != ITEM_CONTAINER )
{
send_to_char( "You can't search in that!\r\n", ch );
return;
}
if( IS_SET( container->value[1], CONT_CLOSED ) )
{
send_to_char( "It is closed.\r\n", ch );
return;
}
}
add_timer( ch, TIMER_DO_FUN, UMIN( skill_table[gsn_search]->beats / 10, 3 ), do_search, 1 );
send_to_char( "You begin your search...\r\n", ch );
ch->dest_buf = str_dup( arg );
return;
case 1:
if( !ch->dest_buf )
{
send_to_char( "Your search was interrupted!\r\n", ch );
bug( "do_search: dest_buf NULL", 0 );
return;
}
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "You stop your search...\r\n", ch );
return;
}
ch->substate = SUB_NONE;
if( arg[0] == '\0' )
{
room = TRUE;
startobj = ch->in_room->first_content;
}
else
{
if( ( door = get_door( arg ) ) != -1 )
startobj = NULL;
else
{
container = get_obj_here( ch, arg );
if( !container )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
startobj = container->first_content;
}
}
found = FALSE;
if( ( !startobj && door == -1 ) || IS_NPC( ch ) )
{
send_to_char( "You find nothing.\r\n", ch );
learn_from_failure( ch, gsn_search );
return;
}
percent = number_percent( );
if( door != -1 )
{
EXIT_DATA *pexit;
if( ( pexit = get_exit( ch->in_room, door ) ) != NULL
&& IS_SET( pexit->exit_info, EX_SECRET )
&& IS_SET( pexit->exit_info, EX_xSEARCHABLE )
&& percent < ( IS_NPC( ch ) ? 80 : ch->pcdata->learned[gsn_search] ) )
{
act( AT_SKILL, "Your search reveals the $d!", ch, NULL, pexit->keyword, TO_CHAR );
act( AT_SKILL, "$n finds the $d!", ch, NULL, pexit->keyword, TO_ROOM );
REMOVE_BIT( pexit->exit_info, EX_SECRET );
learn_from_success( ch, gsn_search );
return;
}
}
else
for( obj = startobj; obj; obj = obj->next_content )
{
if( IS_OBJ_STAT( obj, ITEM_HIDDEN ) && percent < ch->pcdata->learned[gsn_search] )
{
found = TRUE;
break;
}
}
if( !found )
{
send_to_char( "You find nothing.\r\n", ch );
learn_from_failure( ch, gsn_search );
return;
}
separate_obj( obj );
REMOVE_BIT( obj->extra_flags, ITEM_HIDDEN );
act( AT_SKILL, "Your search reveals $p!", ch, obj, NULL, TO_CHAR );
act( AT_SKILL, "$n finds $p!", ch, obj, NULL, TO_ROOM );
learn_from_success( ch, gsn_search );
return;
}
void do_steal( CHAR_DATA * ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim, *mst;
OBJ_DATA *obj, *obj_next;
int percent, xp;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
if( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\r\n", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "That's pointless.\r\n", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "This isn't a good place to do that.\r\n", ch );
return;
}
if( check_illegal_psteal( ch, victim ) )
{
send_to_char( "You can't steal from that player.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_steal]->beats );
percent = number_percent( ) + ( IS_AWAKE( victim ) ? 10 : -50 )
- ( get_curr_lck( ch ) - 15 ) + ( get_curr_lck( victim ) - 13 ) + times_killed( ch, victim ) * 7;
if( victim->position == POS_FIGHTING || percent > ( IS_NPC( ch ) ? 90 : ch->pcdata->learned[gsn_steal] ) )
{
/*
* Failure.
*/
send_to_char( "Oops...\r\n", ch );
act( AT_ACTION, "$n tried to steal from you!\r\n", ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n tried to steal from $N.\r\n", 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.\r\n", ch );
learn_from_failure( ch, gsn_steal );
return;
}
ch->gold += amount;
victim->gold -= amount;
ch_printf( ch, "Aha! You got %d credits.\r\n", amount );
learn_from_success( ch, gsn_steal );
if( IS_NPC( victim ) );
{
xp =
UMIN( amount * 10,
( exp_level( ch->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( ch->skill_level[SMUGGLING_ABILITY] ) ) / 35 );
xp = UMIN( xp, xp_compute( ch, victim ) );
gain_exp( ch, xp, SMUGGLING_ABILITY );
ch_printf( ch, "&WYou gain %ld smuggling experience!\r\n", xp );
}
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.\r\n", obj_next->short_descr, obj->short_descr );
send_to_char( "You'll have to steal that first.\r\n", ch );
learn_from_failure( ch, gsn_steal );
return;
}
else
unequip_char( victim, obj );
}
}
send_to_char( "You can't seem to find it.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", ch );
learn_from_failure( ch, gsn_steal );
return;
}
send_to_char( "Ok.\r\n", ch );
learn_from_success( ch, gsn_steal );
if( IS_NPC( victim ) );
{
xp =
UMIN( obj->cost * 10,
( exp_level( ch->skill_level[SMUGGLING_ABILITY] + 1 ) -
exp_level( ch->skill_level[SMUGGLING_ABILITY] ) ) / 10 );
xp = UMIN( xp, xp_compute( ch, victim ) );
gain_exp( ch, xp, SMUGGLING_ABILITY );
ch_printf( ch, "&WYou gain %ld smuggling experience!\r\n", xp );
}
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.\r\n", ch );
return;
}
one_argument( argument, arg );
if( ch->mount )
{
send_to_char( "You can't get close enough while mounted.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\r\n", 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.\r\n", ch );
return;
}
if( victim->fighting )
{
send_to_char( "You can't backstab someone who is in combat.\r\n", 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.\r\n", ch );
return;
}
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "You try and rescue yourself, but fail miserably.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && IS_NPC( victim ) )
{
send_to_char( "Doesn't need your help!\r\n", ch );
return;
}
if( ( fch = who_fighting( victim ) ) == NULL )
{
send_to_char( "They are not fighting right now.\r\n", ch );
return;
}
if( who_fighting( victim ) == ch )
{
send_to_char( "One would imagine THEY don't need your help.\r\n", 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.\r\n", 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.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", 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, ch->skill_level[COMBAT_ABILITY] ), gsn_kick );
}
else
{
learn_from_failure( ch, gsn_kick );
global_retcode = damage( ch, victim, 0, gsn_kick );
}
return;
}
void do_punch( 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.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_punch] <= 0 )
{
send_to_char( "Your mind races as you realize you have no idea how to do that.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_punch]->beats );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
{
learn_from_success( ch, gsn_punch );
global_retcode = damage( ch, victim, number_range( 1, ch->skill_level[COMBAT_ABILITY] ), gsn_punch );
}
else
{
learn_from_failure( ch, gsn_punch );
global_retcode = damage( ch, victim, 0, gsn_punch );
}
return;
}
void do_bite( CHAR_DATA * ch, char *argument )
{
}
void do_claw( CHAR_DATA * ch, char *argument )
{
}
void do_sting( CHAR_DATA * ch, char *argument )
{
}
void do_tail( CHAR_DATA * ch, char *argument )
{
}
void do_bash( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *victim;
int schance;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_bash] <= 0 )
{
send_to_char( "Your mind races as you realize you have no idea how to do that.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
schance = ( ( ( get_curr_dex( victim ) + get_curr_str( victim ) )
- ( get_curr_dex( ch ) + get_curr_str( ch ) ) ) * 10 ) + 10;
if( !IS_NPC( ch ) && !IS_NPC( victim ) )
schance += 25;
if( victim->fighting && victim->fighting->who != ch )
schance += 19;
WAIT_STATE( ch, skill_table[gsn_bash]->beats );
if( IS_NPC( ch ) || ( number_percent( ) + schance ) < ch->pcdata->learned[gsn_bash] )
{
learn_from_success( ch, gsn_bash );
/*
* do not change anything here! -Thoric
*/
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_SITTING;
global_retcode = damage( ch, victim, number_range( 1, ch->skill_level[COMBAT_ABILITY] ), gsn_bash );
}
else
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
learn_from_failure( ch, gsn_bash );
global_retcode = damage( ch, victim, 0, gsn_bash );
}
return;
}
void do_stun( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
int schance;
bool fail;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_stun] <= 0 )
{
send_to_char( "Your mind races as you realize you have no idea how to do that.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if( ch->move < 16 )
{
set_char_color( AT_SKILL, ch );
send_to_char( "You are far too tired to do that.\r\n", ch );
return; /* missing return fixed March 11/96 */
}
WAIT_STATE( ch, skill_table[gsn_stun]->beats );
fail = FALSE;
schance = ris_save( victim, ch->skill_level[COMBAT_ABILITY], RIS_PARALYSIS );
if( schance == 1000 )
fail = TRUE;
else
fail = saves_para_petri( schance, victim );
schance = ( ( ( get_curr_dex( victim ) + get_curr_str( victim ) )
- ( get_curr_dex( ch ) + get_curr_str( ch ) ) ) * 10 ) + 10;
/*
* harder for player to stun another player
*/
if( !IS_NPC( ch ) && !IS_NPC( victim ) )
schance += sysdata.stun_plr_vs_plr;
else
schance += sysdata.stun_regular;
if( !fail && ( IS_NPC( ch ) || ( number_percent( ) + schance ) < ch->pcdata->learned[gsn_stun] ) )
{
learn_from_success( ch, gsn_stun );
/*
* DO *NOT* CHANGE! -Thoric
*/
ch->move -= 15;
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, PULSE_VIOLENCE );
act( AT_SKILL, "$N smashes into you, leaving you stunned!", victim, NULL, ch, TO_CHAR );
act( AT_SKILL, "You smash into $N, leaving $M stunned!", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n smashes into $N, leaving $M stunned!", ch, NULL, victim, TO_NOTVICT );
if( !IS_AFFECTED( victim, AFF_PARALYSIS ) )
{
af.type = gsn_stun;
af.location = APPLY_AC;
af.modifier = 20;
af.duration = 3;
af.bitvector = AFF_PARALYSIS;
affect_to_char( victim, &af );
update_pos( victim );
}
}
else
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
ch->move -= 5;
learn_from_failure( ch, gsn_stun );
act( AT_SKILL, "$N charges at you screaming, but you dodge out of the way.", victim, NULL, ch, TO_CHAR );
act( AT_SKILL, "Your attempt to stun $N leaves you racing past $E as $e laughs.", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n charges screaming at $N, but keeps going right on past.", ch, NULL, victim, TO_NOTVICT );
}
return;
}
void do_feed( CHAR_DATA * ch, char *argument )
{
send_to_char( "It is not of your nature to feed on living creatures.\r\n", ch );
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
* Check for loyalty flag (weapon disarms to inventory) for pkillers -Blodkai
*/
void disarm( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_DATA *obj, *tmpobj;
if( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
return;
if( ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL && number_bits( 1 ) == 0 )
obj = tmpobj;
if( get_eq_char( ch, WEAR_WIELD ) == NULL && number_bits( 1 ) == 0 )
{
learn_from_failure( ch, gsn_disarm );
return;
}
if( IS_NPC( ch ) && !can_see_obj( ch, obj ) && number_bits( 1 ) == 0 )
{
learn_from_failure( ch, gsn_disarm );
return;
}
if( check_grip( ch, victim ) )
{
learn_from_failure( ch, gsn_disarm );
return;
}
act( AT_SKILL, "$n DISARMS you!", ch, NULL, victim, TO_VICT );
act( AT_SKILL, "You disarm $N!", ch, NULL, victim, TO_CHAR );
act( AT_SKILL, "$n disarms $N!", ch, NULL, victim, TO_NOTVICT );
learn_from_success( ch, gsn_disarm );
if( obj == get_eq_char( victim, WEAR_WIELD ) && ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
obj_from_char( obj );
obj_to_room( obj, victim->in_room );
return;
}
void do_disarm( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_disarm] <= 0 )
{
send_to_char( "You don't know how to disarm opponents.\r\n", ch );
return;
}
if( get_eq_char( ch, WEAR_WIELD ) == NULL )
{
send_to_char( "You must wield a weapon to disarm.\r\n", ch );
return;
}
if( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
{
send_to_char( "Your opponent is not wielding a weapon.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm]->beats );
percent = number_percent( ) + victim->skill_level[COMBAT_ABILITY] - ch->skill_level[COMBAT_ABILITY]
- ( get_curr_lck( ch ) - 15 ) + ( get_curr_lck( victim ) - 15 );
if( !can_see_obj( ch, obj ) )
percent += 10;
if( IS_NPC( ch ) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
{
send_to_char( "You failed.\r\n", ch );
learn_from_failure( ch, gsn_disarm );
}
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA * ch, CHAR_DATA * victim )
{
if( IS_AFFECTED( victim, AFF_FLYING ) || IS_AFFECTED( victim, AFF_FLOATING ) )
return;
if( victim->mount )
{
if( IS_AFFECTED( victim->mount, AFF_FLYING ) || IS_AFFECTED( victim->mount, AFF_FLOATING ) )
return;
act( AT_SKILL, "$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 $N goes down!", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_pick( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
EXIT_DATA *pexit;
SHIP_DATA *ship;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Pick what?\r\n", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_pick_lock]->beats );
/*
* look for guards
*/
for( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
{
if( IS_NPC( gch ) && IS_AWAKE( gch ) && ch->skill_level[SMUGGLING_ABILITY] < gch->top_level )
{
act( AT_PLAIN, "$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.\r\n", ch );
return;
}
if( pexit->key < 0 )
{
send_to_char( "It can't be picked.\r\n", ch );
return;
}
if( !IS_SET( pexit->exit_info, EX_LOCKED ) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
if( IS_SET( pexit->exit_info, EX_PICKPROOF ) )
{
send_to_char( "You failed.\r\n", ch );
learn_from_failure( ch, gsn_pick_lock );
check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] );
return;
}
if( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\r\n", ch );
learn_from_failure( ch, gsn_pick_lock );
return;
}
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( AT_ACTION, "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM );
learn_from_success( ch, gsn_pick_lock );
/*
* pick the other side
*/
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
}
check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] );
return;
}
if( ( obj = get_obj_here( ch, arg ) ) != NULL )
{
if( obj->item_type != ITEM_CONTAINER )
{
send_to_char( "You can't pick that.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_CLOSED ) )
{
send_to_char( "It's not closed.\r\n", ch );
return;
}
if( obj->value[2] < 0 )
{
send_to_char( "It can't be unlocked.\r\n", ch );
return;
}
if( !IS_SET( obj->value[1], CONT_LOCKED ) )
{
send_to_char( "It's already unlocked.\r\n", ch );
return;
}
if( IS_SET( obj->value[1], CONT_PICKPROOF ) )
{
send_to_char( "You failed.\r\n", ch );
learn_from_failure( ch, gsn_pick_lock );
check_for_trap( ch, obj, TRAP_PICK );
return;
}
if( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
{
send_to_char( "You failed.\r\n", ch );
learn_from_failure( ch, gsn_pick_lock );
return;
}
separate_obj( obj );
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
act( AT_ACTION, "$n picks $p.", ch, obj, NULL, TO_ROOM );
learn_from_success( ch, gsn_pick_lock );
check_for_trap( ch, obj, TRAP_PICK );
return;
}
if( ( ship = ship_in_room( ch->in_room, arg ) ) != NULL )
{
char buf[MAX_STRING_LENGTH];
if( check_pilot( ch, ship ) )
{
send_to_char( "&RWhat would be the point of that!\r\n", 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 );
if( IS_NPC( ch ) || !ch->pcdata || number_percent( ) > ch->pcdata->learned[gsn_pickshiplock] )
{
send_to_char( "You failed.\r\n", ch );
sprintf( buf, "[ALARM] %s attempting to pick %s.", ch->name, ship->name );
echo_to_all( AT_RED, buf, 0 );
learn_from_failure( ch, gsn_pickshiplock );
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, get_room_index( ship->entrance ), "The hatch opens from the outside." );
learn_from_success( ch, gsn_pickshiplock );
}
return;
}
ch_printf( ch, "You see no %s here.\r\n", 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.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
send_to_char( "You attempt to move silently.\r\n", ch );
affect_strip( ch, gsn_sneak );
if( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_sneak] )
{
af.type = gsn_sneak;
af.duration = ch->skill_level[SMUGGLING_ABILITY] * 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.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
send_to_char( "You attempt to hide.\r\n", 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 );
if( ch->race != RACE_DEFEL ) /* Defel has perm invis */
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
if( ch->race != RACE_NOGHRI ) /* Noghri has perm sneak */
REMOVE_BIT( ch->affected_by, AFF_SNEAK );
send_to_char( "Ok.\r\n", 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( get_trust( ch ) < LEVEL_IMMORTAL )
{
AREA_DATA *pArea;
if( !ch->pcdata || !( pArea = ch->pcdata->area ) )
{
send_to_char( "Only builders can recall.\r\n", ch );
return;
}
if( ch->in_room->vnum < pArea->low_r_vnum || ch->in_room->vnum > pArea->hi_r_vnum )
{
send_to_char( "You can only recall from your assigned area.\r\n", ch );
return;
}
}
if( !location )
{
send_to_char( "You are completely lost.\r\n", ch );
return;
}
if( ch->in_room == location )
return;
if( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) )
{
send_to_char( "For some strange reason... nothing happens.\r\n", ch );
return;
}
if( IS_SET( ch->affected_by, AFF_CURSE ) )
{
send_to_char( "You are cursed and cannot recall!\r\n", 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!\r\n" );
return;
}
ch_printf( ch, "You recall from combat!\r\n" );
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, "$n appears in a swirl of the Force.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
return;
}
void do_aid( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int percent;
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\r\n", ch );
return;
}
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Aid whom?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You can't do that while mounted.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "Aid yourself?\r\n", ch );
return;
}
if( victim->position > POS_STUNNED )
{
act( AT_PLAIN, "$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.\r\n", 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...\r\n", ch );
return;
}
if( ch->mount )
{
send_to_char( "You're already mounted!\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, argument ) ) == NULL )
{
send_to_char( "You can't find that here.\r\n", ch );
return;
}
if( !IS_NPC( victim ) || !IS_SET( victim->act, ACT_MOUNTABLE ) )
{
send_to_char( "You can't mount that!\r\n", ch );
return;
}
if( IS_SET( victim->act, ACT_MOUNTED ) )
{
send_to_char( "That mount already has a rider.\r\n", ch );
return;
}
if( victim->position < POS_STANDING )
{
send_to_char( "Your mount must be standing.\r\n", ch );
return;
}
if( victim->position == POS_FIGHTING || victim->fighting )
{
send_to_char( "Your mount is moving around too much.\r\n", 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.\r\n", 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->skill_level[COMBAT_ABILITY] );
}
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?\r\n", ch );
return;
}
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "What are you trying to poison?\r\n", ch );
return;
}
if( ch->fighting )
{
send_to_char( "While you're fighting? Nice try.\r\n", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that weapon.\r\n", ch );
return;
}
if( obj->item_type != ITEM_WEAPON )
{
send_to_char( "That item is not a weapon.\r\n", ch );
return;
}
if( IS_OBJ_STAT( obj, ITEM_POISONED ) )
{
send_to_char( "That weapon is already poisoned.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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!\r\n", ch );
set_char_color( AT_GREY, ch );
damage( ch, ch, ch->skill_level[HUNTING_ABILITY], 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 );
/*
* Well, I'm tired of waiting. Are you?
*/
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 *= ch->skill_level[HUNTING_ABILITY] / 2;
/*
* Set an object timer. Don't want proliferation of poisoned weapons
*/
obj->timer = 10 + ch->skill_level[HUNTING_ABILITY];
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;
}
void do_scribe( CHAR_DATA * ch, char *argument )
{
}
void do_brew( CHAR_DATA * ch, char *argument )
{
}
bool check_grip( CHAR_DATA * ch, CHAR_DATA * victim )
{
int schance;
if( !IS_AWAKE( victim ) )
return FALSE;
if( IS_NPC( victim ) && !IS_SET( victim->defenses, DFND_GRIP ) )
return FALSE;
if( IS_NPC( victim ) )
schance = UMIN( 60, 2 * victim->top_level );
else
schance = ( int )( victim->pcdata->learned[gsn_grip] / 2 );
/*
* Consider luck as a factor
*/
schance += ( 2 * ( get_curr_lck( victim ) - 13 ) );
if( number_percent( ) >= schance + 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.\r\n", ch );
return;
}
one_argument( argument, arg );
if( ch->mount )
{
send_to_char( "You can't circle while mounted.\r\n", ch );
return;
}
if( arg[0] == '\0' )
{
send_to_char( "Circle around whom?\r\n", ch );
return;
}
if( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\r\n", 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.\r\n", ch );
return;
}
if( !ch->fighting )
{
send_to_char( "You can't circle when you aren't fighting.\r\n", ch );
return;
}
if( !victim->fighting )
{
send_to_char( "You can't circle around a person who is not fighting.\r\n", 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->skill_level[HUNTING_ABILITY] * 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 )
{
short percent;
AFFECT_DATA af;
if( !ch->fighting )
{
send_to_char( "But you aren't fighting!\r\n", ch );
return;
}
if( IS_AFFECTED( ch, AFF_BERSERK ) )
{
send_to_char( "Your rage is already at its peak!\r\n", 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.\r\n", 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..\r\n", 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;
short nvict = 0;
short nhit = 0;
short percent;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
send_to_char( "You cannot do that here.\r\n", ch );
return;
}
if( !ch->in_room->first_person )
{
send_to_char( "There's no one here!\r\n", 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 > ch->skill_level[COMBAT_ABILITY] / 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!\r\n", 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;
short dir = -1;
short dist;
short max_dist = 5;
if( IS_AFFECTED( ch, AFF_BLIND ) && ( !IS_AFFECTED( ch, AFF_TRUESIGHT ) ||
( !IS_NPC( ch ) && !IS_SET( ch->act, PLR_HOLYLIGHT ) ) ) )
{
send_to_char( "Everything looks the same when you're blind...\r\n", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Scan in a direction...\r\n", ch );
return;
}
if( ( dir = get_door( argument ) ) == -1 )
{
send_to_char( "Scan in WHAT direction?\r\n", ch );
return;
}
was_in_room = ch->in_room;
act( AT_GREY, "Scanning $t...", ch, dir_name[dir], NULL, TO_CHAR );
act( AT_GREY, "$n scans $t.", ch, dir_name[dir], NULL, TO_ROOM );
if( IS_NPC( ch ) || ( number_percent( ) > ch->pcdata->learned[gsn_scan] ) )
{
act( AT_GREY, "You stop scanning $t as your vision blurs.", ch, dir_name[dir], NULL, TO_CHAR );
learn_from_failure( ch, gsn_scan );
return;
}
if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
{
act( AT_GREY, "You can't see $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 = NULL;
if( pexit->distance > 1 )
to_room = generate_exit( ch->in_room, &pexit );
if( to_room == NULL )
to_room = pexit->to_room;
if( room_is_private( ch, to_room ) && get_trust( ch ) < LEVEL_GREATER )
{
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( "\r\n", 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 );
learn_from_success( ch, gsn_scan );
return;
}
void do_slice( CHAR_DATA * ch, char *argument )
{
}