/* ************************************************************************
* File: fight.c Part of CircleMUD *
* Usage: Combat system *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "handler.h"
#include "interpreter.h"
#include "db.h"
#include "spells.h"
#include "screen.h"
/* Structures */
struct char_data *combat_list = NULL; /* head of l-list of fighting chars */
struct char_data *next_combat_list = NULL;
/* External structures */
extern struct room_data *world;
extern struct message_list fight_messages[MAX_MESSAGES];
extern struct obj_data *object_list;
extern int pk_allowed; /* see config.c */
extern int auto_save; /* see config.c */
extern int max_exp_gain; /* see config.c */
/* External procedures */
char *fread_action(FILE * fl, int nr);
char *fread_string(FILE * fl, char *error);
void stop_follower(struct char_data * ch);
ACMD(do_flee);
void hit(struct char_data * ch, struct char_data * victim, int type);
void forget(struct char_data * ch, struct char_data * victim);
void remember(struct char_data * ch, struct char_data * victim);
int ok_damage_shopkeeper(struct char_data * ch, struct char_data * victim);
/* Weapon attack texts */
struct attack_hit_type attack_hit_text[] =
{
{"hit", "hits"}, /* 0 */
{"sting", "stings"},
{"whip", "whips"},
{"slash", "slashes"},
{"bite", "bites"},
{"bludgeon", "bludgeons"}, /* 5 */
{"crush", "crushes"},
{"pound", "pounds"},
{"claw", "claws"},
{"maul", "mauls"},
{"thrash", "thrashes"}, /* 10 */
{"pierce", "pierces"},
{"blast", "blasts"},
{"punch", "punches"},
{"stab", "stabs"}
};
#define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING))
/* The Fight related routines */
void appear(struct char_data * ch)
{
act("$n slowly fades into existence.", FALSE, ch, 0, 0, TO_ROOM);
if (affected_by_spell(ch, SPELL_INVISIBLE))
affect_from_char(ch, SPELL_INVISIBLE);
REMOVE_BIT(AFF_FLAGS(ch), AFF_INVISIBLE | AFF_HIDE);
}
void load_messages(void)
{
FILE *fl;
int i, type;
struct message_type *messages;
char chk[128];
if (!(fl = fopen(MESS_FILE, "r"))) {
sprintf(buf2, "Error reading combat message file %s", MESS_FILE);
perror(buf2);
exit(1);
}
for (i = 0; i < MAX_MESSAGES; i++) {
fight_messages[i].a_type = 0;
fight_messages[i].number_of_attacks = 0;
fight_messages[i].msg = 0;
}
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
while (*chk == 'M') {
fgets(chk, 128, fl);
sscanf(chk, " %d\n", &type);
for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type != type) &&
(fight_messages[i].a_type); i++);
if (i >= MAX_MESSAGES) {
fprintf(stderr, "Too many combat messages. Increase MAX_MESSAGES and recompile.");
exit(1);
}
CREATE(messages, struct message_type, 1);
fight_messages[i].number_of_attacks++;
fight_messages[i].a_type = type;
messages->next = fight_messages[i].msg;
fight_messages[i].msg = messages;
messages->die_msg.attacker_msg = fread_action(fl, i);
messages->die_msg.victim_msg = fread_action(fl, i);
messages->die_msg.room_msg = fread_action(fl, i);
messages->miss_msg.attacker_msg = fread_action(fl, i);
messages->miss_msg.victim_msg = fread_action(fl, i);
messages->miss_msg.room_msg = fread_action(fl, i);
messages->hit_msg.attacker_msg = fread_action(fl, i);
messages->hit_msg.victim_msg = fread_action(fl, i);
messages->hit_msg.room_msg = fread_action(fl, i);
messages->god_msg.attacker_msg = fread_action(fl, i);
messages->god_msg.victim_msg = fread_action(fl, i);
messages->god_msg.room_msg = fread_action(fl, i);
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
}
fclose(fl);
}
void update_pos(struct char_data * victim)
{
if ((GET_HIT(victim) > 0) && (GET_POS(victim) > POS_STUNNED))
return;
else if (GET_HIT(victim) > 0)
GET_POS(victim) = POS_STANDING;
else if (GET_HIT(victim) <= -11)
GET_POS(victim) = POS_DEAD;
else if (GET_HIT(victim) <= -6)
GET_POS(victim) = POS_MORTALLYW;
else if (GET_HIT(victim) <= -3)
GET_POS(victim) = POS_INCAP;
else
GET_POS(victim) = POS_STUNNED;
}
void check_killer(struct char_data * ch, struct char_data * vict)
{
if (!PLR_FLAGGED(vict, PLR_KILLER) && !PLR_FLAGGED(vict, PLR_THIEF)
&& !PLR_FLAGGED(ch, PLR_KILLER) && !IS_NPC(ch) && !IS_NPC(vict) &&
(ch != vict)) {
char buf[256];
SET_BIT(PLR_FLAGS(ch), PLR_KILLER);
sprintf(buf, "PC Killer bit set on %s for initiating attack on %s at %s.",
GET_NAME(ch), GET_NAME(vict), world[vict->in_room].name);
mudlog(buf, BRF, LVL_IMMORT, TRUE);
send_to_char("If you want to be a PLAYER KILLER, so be it...\r\n", ch);
}
}
/* start one char fighting another (yes, it is horrible, I know... ) */
void set_fighting(struct char_data * ch, struct char_data * vict)
{
if (ch == vict)
return;
assert(!FIGHTING(ch));
ch->next_fighting = combat_list;
combat_list = ch;
if (IS_AFFECTED(ch, AFF_SLEEP))
affect_from_char(ch, SPELL_SLEEP);
FIGHTING(ch) = vict;
GET_POS(ch) = POS_FIGHTING;
if (!pk_allowed)
check_killer(ch, vict);
}
/* remove a char from the list of fighting chars */
void stop_fighting(struct char_data * ch)
{
struct char_data *tmp;
assert(FIGHTING(ch));
if (ch == next_combat_list)
next_combat_list = ch->next_fighting;
if (combat_list == ch)
combat_list = ch->next_fighting;
else {
for (tmp = combat_list; tmp && (tmp->next_fighting != ch);
tmp = tmp->next_fighting);
if (!tmp) {
log("SYSERR: Char fighting not found Error (fight.c, stop_fighting)");
abort();
}
tmp->next_fighting = ch->next_fighting;
}
ch->next_fighting = NULL;
FIGHTING(ch) = NULL;
GET_POS(ch) = POS_STANDING;
update_pos(ch);
}
void make_corpse(struct char_data * ch)
{
struct obj_data *corpse, *o;
struct obj_data *money;
int i;
extern int max_npc_corpse_time, max_pc_corpse_time;
struct obj_data *create_money(int amount);
corpse = create_obj();
corpse->item_number = NOTHING;
corpse->in_room = NOWHERE;
corpse->name = str_dup("corpse");
sprintf(buf2, "The corpse of %s is lying here.", GET_NAME(ch));
corpse->description = str_dup(buf2);
sprintf(buf2, "the corpse of %s", GET_NAME(ch));
corpse->short_description = str_dup(buf2);
GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE;
GET_OBJ_EXTRA(corpse) = ITEM_NODONATE;
GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */
GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */
GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
GET_OBJ_RENT(corpse) = 100000;
if (IS_NPC(ch))
GET_OBJ_TIMER(corpse) = max_npc_corpse_time;
else
GET_OBJ_TIMER(corpse) = max_pc_corpse_time;
/* transfer character's inventory to the corpse */
corpse->contains = ch->carrying;
for (o = corpse->contains; o != NULL; o = o->next_content)
o->in_obj = corpse;
object_list_new_owner(corpse, NULL);
/* transfer character's equipment to the corpse */
for (i = 0; i < NUM_WEARS; i++)
if (ch->equipment[i])
obj_to_obj(unequip_char(ch, i), corpse);
/* transfer gold */
if (GET_GOLD(ch) > 0) {
/* following 'if' clause added to fix gold duplication loophole */
if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
money = create_money(GET_GOLD(ch));
obj_to_obj(money, corpse);
}
GET_GOLD(ch) = 0;
}
ch->carrying = NULL;
IS_CARRYING_N(ch) = 0;
IS_CARRYING_W(ch) = 0;
obj_to_room(corpse, ch->in_room);
}
/* When ch kills victim */
void change_alignment(struct char_data * ch, struct char_data * victim)
{
/*
* new alignment change algorithm: if you kill a monster with alignment A,
* you move 1/16th of the way to having alignment -A. Simple and fast.
*/
GET_ALIGNMENT(ch) += (-GET_ALIGNMENT(victim) - GET_ALIGNMENT(ch)) >> 4;
}
void death_cry(struct char_data * ch)
{
int door, was_in;
act("Your blood freezes as you hear $n's death cry.", FALSE, ch, 0, 0, TO_ROOM);
was_in = ch->in_room;
for (door = 0; door < NUM_OF_DIRS; door++) {
if (CAN_GO(ch, door)) {
ch->in_room = world[was_in].dir_option[door]->to_room;
act("Your blood freezes as you hear someone's death cry.", FALSE, ch, 0, 0, TO_ROOM);
ch->in_room = was_in;
}
}
}
void raw_kill(struct char_data * ch)
{
if (FIGHTING(ch))
stop_fighting(ch);
while (ch->affected)
affect_remove(ch, ch->affected);
death_cry(ch);
make_corpse(ch);
extract_char(ch);
}
void die(struct char_data * ch)
{
gain_exp(ch, -(GET_EXP(ch) >> 1));
if (!IS_NPC(ch))
REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER | PLR_THIEF);
raw_kill(ch);
}
void perform_group_gain(struct char_data * ch, int base,
struct char_data * victim)
{
int share;
share = MIN(max_exp_gain, MAX(1, base));
if (share > 1) {
sprintf(buf2, "You receive your share of experience -- %d points.\r\n", share);
send_to_char(buf2, ch);
} else
send_to_char("You receive your share of experience -- one measly little point!\r\n", ch);
gain_exp(ch, share);
change_alignment(ch, victim);
}
void group_gain(struct char_data * ch, struct char_data * victim)
{
int tot_members, base;
struct char_data *k;
struct follow_type *f;
if (!(k = ch->master))
k = ch;
if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room))
tot_members = 1;
else
tot_members = 0;
for (f = k->followers; f; f = f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
tot_members++;
/* round up to the next highest tot_members */
base = (GET_EXP(victim) / 3) + tot_members - 1;
if (tot_members >= 1)
base = MAX(1, GET_EXP(victim) / (3 * tot_members));
else
base = 0;
if (IS_AFFECTED(k, AFF_GROUP) && k->in_room == ch->in_room)
perform_group_gain(k, base, victim);
for (f = k->followers; f; f = f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
perform_group_gain(f->follower, base, victim);
}
char *replace_string(char *str, char *weapon_singular, char *weapon_plural)
{
static char buf[256];
char *cp;
cp = buf;
for (; *str; str++) {
if (*str == '#') {
switch (*(++str)) {
case 'W':
for (; *weapon_plural; *(cp++) = *(weapon_plural++));
break;
case 'w':
for (; *weapon_singular; *(cp++) = *(weapon_singular++));
break;
default:
*(cp++) = '#';
break;
}
} else
*(cp++) = *str;
*cp = 0;
} /* For */
return (buf);
}
/* message for doing damage with a weapon */
void dam_message(int dam, struct char_data * ch, struct char_data * victim,
int w_type)
{
char *buf;
int msgnum;
static struct dam_weapon_type {
char *to_room;
char *to_char;
char *to_victim;
} dam_weapons[] = {
/* use #w for singular (i.e. "slash") and #W for plural (i.e. "slashes") */
{
"$n tries to #w $N, but misses.", /* 0: 0 */
"You try to #w $N, but miss.",
"$n tries to #w you, but misses."
},
{
"$n tickles $N as $e #W $M.", /* 1: 1..2 */
"You tickle $N as you #w $M.",
"$n tickles you as $e #W you."
},
{
"$n barely #W $N.", /* 2: 3..4 */
"You barely #w $N.",
"$n barely #W you."
},
{
"$n #W $N.", /* 3: 5..6 */
"You #w $N.",
"$n #W you."
},
{
"$n #W $N hard.", /* 4: 7..10 */
"You #w $N hard.",
"$n #W you hard."
},
{
"$n #W $N very hard.", /* 5: 11..14 */
"You #w $N very hard.",
"$n #W you very hard."
},
{
"$n #W $N extremely hard.", /* 6: 15..19 */
"You #w $N extremely hard.",
"$n #W you extremely hard."
},
{
"$n massacres $N to small fragments with $s #w.", /* 7: 19..23 */
"You massacre $N to small fragments with your #w.",
"$n massacres you to small fragments with $s #w."
},
{
"$n OBLITERATES $N with $s deadly #w!!", /* 8: > 23 */
"You OBLITERATE $N with your deadly #w!!",
"$n OBLITERATES you with $s deadly #w!!"
}
};
w_type -= TYPE_HIT; /* Change to base of table with text */
if (dam == 0) msgnum = 0;
else if (dam <= 2) msgnum = 1;
else if (dam <= 4) msgnum = 2;
else if (dam <= 6) msgnum = 3;
else if (dam <= 10) msgnum = 4;
else if (dam <= 14) msgnum = 5;
else if (dam <= 19) msgnum = 6;
else if (dam <= 23) msgnum = 7;
else msgnum = 8;
/* damage message to onlookers */
buf = replace_string(dam_weapons[msgnum].to_room,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, NULL, victim, TO_NOTVICT);
/* damage message to damager */
send_to_char(CCYEL(ch, C_CMP), ch);
buf = replace_string(dam_weapons[msgnum].to_char,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, NULL, victim, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
/* damage message to damagee */
send_to_char(CCRED(victim, C_CMP), victim);
buf = replace_string(dam_weapons[msgnum].to_victim,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, NULL, victim, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(victim, C_CMP), victim);
}
/*
* message for doing damage with a spell or skill
* C3.0: Also used for weapon damage on miss and death blows
*/
int skill_message(int dam, struct char_data * ch, struct char_data * vict,
int attacktype)
{
int i, j, nr;
struct message_type *msg;
struct obj_data *weap = ch->equipment[WEAR_WIELD];
for (i = 0; i < MAX_MESSAGES; i++) {
if (fight_messages[i].a_type == attacktype) {
nr = dice(1, fight_messages[i].number_of_attacks);
for (j = 1, msg = fight_messages[i].msg; (j < nr) && msg; j++)
msg = msg->next;
if (!IS_NPC(vict) && (GET_LEVEL(vict) >= LVL_IMMORT)) {
act(msg->god_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
act(msg->god_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT);
act(msg->god_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
} else if (dam != 0) {
if (GET_POS(vict) == POS_DEAD) {
send_to_char(CCYEL(ch, C_CMP), ch);
act(msg->die_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act(msg->die_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->die_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
} else {
send_to_char(CCYEL(ch, C_CMP), ch);
act(msg->hit_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act(msg->hit_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->hit_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
}
} else if (ch != vict) { /* Dam == 0 */
send_to_char(CCYEL(ch, C_CMP), ch);
act(msg->miss_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act(msg->miss_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act(msg->miss_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
}
return 1;
}
}
return 0;
}
void damage(struct char_data * ch, struct char_data * victim, int dam,
int attacktype)
{
int exp;
if (GET_POS(victim) <= POS_DEAD) {
log("SYSERR: Attempt to damage a corpse.");
return; /* -je, 7/7/92 */
}
/* You can't damage an immortal! */
if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT))
dam = 0;
/* shopkeeper protection */
if (!ok_damage_shopkeeper(ch, victim))
return;
if (victim != ch) {
if (GET_POS(ch) > POS_STUNNED) {
if (!(FIGHTING(ch)))
set_fighting(ch, victim);
if (IS_NPC(ch) && IS_NPC(victim) && victim->master &&
!number(0, 10) && IS_AFFECTED(victim, AFF_CHARM) &&
(victim->master->in_room == ch->in_room)) {
if (FIGHTING(ch))
stop_fighting(ch);
hit(ch, victim->master, TYPE_UNDEFINED);
return;
}
}
if (GET_POS(victim) > POS_STUNNED && !FIGHTING(victim)) {
set_fighting(victim, ch);
if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch) &&
(GET_LEVEL(ch) < LVL_IMMORT))
remember(victim, ch);
}
}
if (victim->master == ch)
stop_follower(victim);
if (IS_AFFECTED(ch, AFF_INVISIBLE | AFF_HIDE))
appear(ch);
if (IS_AFFECTED(victim, AFF_SANCTUARY))
dam >>= 1; /* 1/2 damage when sanctuary */
if (!pk_allowed) {
check_killer(ch, victim);
if (PLR_FLAGGED(ch, PLR_KILLER))
dam = 0;
}
dam = MAX(MIN(dam, 100), 0);
GET_HIT(victim) -= dam;
if (ch != victim)
gain_exp(ch, GET_LEVEL(victim) * dam);
update_pos(victim);
/*
* skill_message sends a message from the messages file in lib/misc.
* dam_message just sends a generic "You hit $n extremely hard.".
* skill_message is preferable to dam_message because it is more
* descriptive.
*
* If we are _not_ attacking with a weapon (i.e. a spell), always use
* skill_message. If we are attacking with a weapon: If this is a miss or a
* death blow, send a skill_message if one exists; if not, default to a
* dam_message. Otherwise, always send a dam_message.
*/
if (!IS_WEAPON(attacktype))
skill_message(dam, ch, victim, attacktype);
else {
if (GET_POS(victim) == POS_DEAD || dam == 0) {
if (!skill_message(dam, ch, victim, attacktype))
dam_message(dam, ch, victim, attacktype);
} else
dam_message(dam, ch, victim, attacktype);
}
/* Use send_to_char -- act() doesn't send message if you are DEAD. */
switch (GET_POS(victim)) {
case POS_MORTALLYW:
act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You are mortally wounded, and will die soon, if not aided.\r\n", victim);
break;
case POS_INCAP:
act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You are incapacitated an will slowly die, if not aided.\r\n", victim);
break;
case POS_STUNNED:
act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You're stunned, but will probably regain consciousness again.\r\n", victim);
break;
case POS_DEAD:
act("$n is dead! R.I.P.", FALSE, victim, 0, 0, TO_ROOM);
send_to_char("You are dead! Sorry...\r\n", victim);
break;
default: /* >= POSITION SLEEPING */
if (dam > (GET_MAX_HIT(victim) >> 2))
act("That really did HURT!", FALSE, victim, 0, 0, TO_CHAR);
if (GET_HIT(victim) < (GET_MAX_HIT(victim) >> 2)) {
sprintf(buf2, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n",
CCRED(victim, C_SPR), CCNRM(victim, C_SPR));
send_to_char(buf2, victim);
if (MOB_FLAGGED(victim, MOB_WIMPY))
do_flee(victim, "", 0, 0);
}
if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && victim != ch &&
GET_HIT(victim) < GET_WIMP_LEV(victim)) {
send_to_char("You wimp out, and attempt to flee!\r\n", victim);
do_flee(victim, "", 0, 0);
}
break;
}
if (!IS_NPC(victim) && !(victim->desc)) {
do_flee(victim, "", 0, 0);
if (!FIGHTING(victim)) {
act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM);
GET_WAS_IN(victim) = victim->in_room;
char_from_room(victim);
char_to_room(victim, 0);
}
}
if (!AWAKE(victim))
if (FIGHTING(victim))
stop_fighting(victim);
if (GET_POS(victim) == POS_DEAD) {
if (IS_NPC(victim) || victim->desc)
if (IS_AFFECTED(ch, AFF_GROUP))
group_gain(ch, victim);
else {
exp = MIN(max_exp_gain, GET_EXP(victim) / 3);
/* Calculate level-difference bonus */
if (IS_NPC(ch))
exp += MAX(0, (exp * MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3);
else
exp += MAX(0, (exp * MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3);
exp = MAX(exp, 1);
if (exp > 1) {
sprintf(buf2, "You receive %d experience points.\r\n", exp);
send_to_char(buf2, ch);
} else
send_to_char("You receive one lousy experience point.\r\n", ch);
gain_exp(ch, exp);
change_alignment(ch, victim);
}
if (!IS_NPC(victim)) {
sprintf(buf2, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch),
world[victim->in_room].name);
mudlog(buf2, BRF, LVL_IMMORT, TRUE);
if (MOB_FLAGGED(ch, MOB_MEMORY))
forget(ch, victim);
}
die(victim);
}
}
void hit(struct char_data * ch, struct char_data * victim, int type)
{
struct obj_data *wielded = ch->equipment[WEAR_WIELD];
int w_type;
int victim_ac, calc_thaco;
int dam;
byte diceroll;
extern int thaco[4][35];
extern byte backstab_mult[];
extern struct str_app_type str_app[];
extern struct dex_app_type dex_app[];
if (ch->in_room != victim->in_room) {
log("SYSERR: NOT SAME ROOM WHEN FIGHTING!");
stop_fighting(ch);
return;
}
if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON)
w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT;
else {
if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
w_type = ch->mob_specials.attack_type + TYPE_HIT;
else
w_type = TYPE_HIT;
}
/* Calculate the raw armor including magic armor. Lower AC is better. */
if (!IS_NPC(ch))
calc_thaco = thaco[(int) GET_CLASS(ch)][(int) GET_LEVEL(ch)];
else
/* THAC0 for monsters is set in the HitRoll */
calc_thaco = 20;
calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit;
calc_thaco -= GET_HITROLL(ch);
calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5); /* Intelligence helps! */
calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5); /* So does wisdom */
diceroll = number(1, 20);
victim_ac = GET_AC(victim) / 10;
if (AWAKE(victim))
victim_ac += dex_app[GET_DEX(victim)].defensive;
victim_ac = MAX(-10, victim_ac); /* -10 is lowest */
if ((((diceroll < 20) && AWAKE(victim)) &&
((diceroll == 1) || ((calc_thaco - diceroll) > victim_ac)))) {
if (type == SKILL_BACKSTAB)
damage(ch, victim, 0, SKILL_BACKSTAB);
else
damage(ch, victim, 0, w_type);
} else {
dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam;
dam += GET_DAMROLL(ch);
if (wielded)
dam += dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2));
else {
if (IS_NPC(ch)) {
dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice);
} else
dam += number(0, 2); /* Max. 2 dam with bare hands */
}
if (GET_POS(victim) < POS_FIGHTING)
dam *= 1 + (POS_FIGHTING - GET_POS(victim)) / 3;
/* Position sitting x 1.33 */
/* Position resting x 1.66 */
/* Position sleeping x 2.00 */
/* Position stunned x 2.33 */
/* Position incap x 2.66 */
/* Position mortally x 3.00 */
dam = MAX(1, dam); /* Not less than 0 damage */
if (type == SKILL_BACKSTAB) {
dam *= backstab_mult[(int) GET_LEVEL(ch)];
damage(ch, victim, dam, SKILL_BACKSTAB);
} else
damage(ch, victim, dam, w_type);
}
}
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
struct char_data *ch;
extern struct index_data *mob_index;
for (ch = combat_list; ch; ch = next_combat_list) {
next_combat_list = ch->next_fighting;
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room)
stop_fighting(ch);
else {
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
}
}