/* ************************************************************************ * File: fight.c , Combat module. Part of DIKUMUD * * Usage: Combat system and messages. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <strings.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" /* Structures */ struct char_data *combat_list = 0; /* head of l-list of fighting chars */ struct char_data *combat_next_dude = 0; /* Next dude global trick */ /* External structures */ extern struct room_data *world; extern struct message_list fight_messages[MAX_MESSAGES]; extern struct obj_data *object_list; /* External procedures */ char *fread_string(FILE *f1); void stop_follower(struct char_data *ch); void do_flee(struct char_data *ch, char *argument, int cmd); void hit(struct char_data *ch, struct char_data *victim, int type); void forget(char *name, struct char_data *ch); void remember(char *name, struct char_data *ch); bool is_in_safe(struct char_data *ch, struct char_data *victim); bool is_first_level(struct char_data *ch, struct char_data *victim); bool nokill(struct char_data *ch, struct char_data *victim); /* Weapon attack texts */ struct attack_hit_type attack_hit_text[] = { {"hit", "hits"}, /* TYPE_HIT */ {"pound", "pounds"}, /* TYPE_BLUDGEON */ {"pierce", "pierces"}, /* TYPE_PIERCE */ {"slash", "slashes"}, /* TYPE_SLASH */ {"whip", "whips"}, /* TYPE_WHIP */ {"claw", "claws"}, /* TYPE_CLAW */ {"bite", "bites"}, /* TYPE_BITE */ {"sting", "stings"}, /* TYPE_STING */ {"crush", "crushes"} /* TYPE_CRUSH */ }; /* The Fight related routines */ void check_killer(struct char_data *ch, struct char_data *victim) { /* This routine sets the player's KILLER flag if he/she attacks another ** player and the victim is not a thief or a killer, and the attacker's ** killer flag is not yet set. It is OK to attack someone with either flag set. ** This routine is disabled in the arena (you're supposed to kill people ** in the arena!). */ if ( IS_SET(world[ch->in_room].room_flags,ARENA)) { return; } if ( !IS_NPC(ch) && !IS_NPC(victim) && (ch!=victim) && !IS_SET(ch->specials.act,PLR_ISKILLER) && !IS_TRUSTED(ch) && !IS_SET(victim->specials.act,PLR_ISKILLER) && !IS_SET(victim->specials.act,PLR_ISTHIEF) ) { send_to_char("** You are now an outlaw!! **\n\r",ch); SET_BIT(ch->specials.act, PLR_ISKILLER); } } 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(ch->specials.affected_by, AFF_INVISIBLE); /* * Remove wizinvis too. */ ch->specials.wizInvis = FALSE; } void load_messages(void) { FILE *f1; int i,type; struct message_type *messages; char chk[100]; if (!(f1 = fopen(MESS_FILE, "r"))){ perror("read messages"); exit(0); } 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; } fscanf(f1, " %s \n", chk); while(*chk == 'M') { fscanf(f1," %d\n", &type); for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type!=type) && (fight_messages[i].a_type); i++); if(i>=MAX_MESSAGES){ log("Too many combat messages."); exit(0); } 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_string(f1); messages->die_msg.victim_msg = fread_string(f1); messages->die_msg.room_msg = fread_string(f1); messages->miss_msg.attacker_msg = fread_string(f1); messages->miss_msg.victim_msg = fread_string(f1); messages->miss_msg.room_msg = fread_string(f1); messages->hit_msg.attacker_msg = fread_string(f1); messages->hit_msg.victim_msg = fread_string(f1); messages->hit_msg.room_msg = fread_string(f1); messages->god_msg.attacker_msg = fread_string(f1); messages->god_msg.victim_msg = fread_string(f1); messages->god_msg.room_msg = fread_string(f1); fscanf(f1, " %s \n", chk); } fclose(f1); } void update_pos( struct char_data *victim ) { if ((GET_HIT(victim) > 0) && (GET_POS(victim) > POSITION_STUNNED)) return; else if (GET_HIT(victim) > 0 ) GET_POS(victim) = POSITION_STANDING; else if (GET_HIT(victim) <= -11) GET_POS(victim) = POSITION_DEAD; else if (GET_HIT(victim) <= -6) GET_POS(victim) = POSITION_MORTALLYW; else if (GET_HIT(victim) <= -3) GET_POS(victim) = POSITION_INCAP; else GET_POS(victim) = POSITION_STUNNED; } /* start one char fighting another (yes, it is horrible, I know... ) */ void set_fighting(struct char_data *ch, struct char_data *vict) { assert(!ch->specials.fighting); ch->next_fighting = combat_list; combat_list = ch; if(IS_AFFECTED(ch,AFF_SLEEP)) affect_from_char(ch,SPELL_SLEEP); ch->specials.fighting = vict; GET_POS(ch) = POSITION_FIGHTING; } /* remove a char from the list of fighting chars */ void stop_fighting(struct char_data *ch) { struct char_data *tmp; assert(ch->specials.fighting); if (ch == combat_next_dude) combat_next_dude = 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("Char fighting not found Error (fight.c, stop_fighting)"); abort(); } tmp->next_fighting = ch->next_fighting; } ch->next_fighting = 0; ch->specials.fighting = 0; GET_POS(ch) = POSITION_STANDING; update_pos(ch); } #define MAX_NPC_CORPSE_TIME 5 #define MAX_PC_CORPSE_TIME 10 void make_corpse(struct char_data *ch) { struct obj_data *corpse, *o; struct obj_data *money; char buf[MAX_STRING_LENGTH]; int i; char *strdup(char *source); struct obj_data *create_money( int amount ); CREATE(corpse, struct obj_data, 1); clear_object(corpse); corpse->item_number = NOWHERE; corpse->in_room = NOWHERE; corpse->name = strdup("corpse"); sprintf(buf, "Corpse of %s is lying here.", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->description = strdup(buf); sprintf(buf, "Corpse of %s", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->short_description = strdup(buf); corpse->obj_flags.type_flag = ITEM_CONTAINER; corpse->obj_flags.wear_flags = ITEM_TAKE; corpse->obj_flags.value[0] = 0; /* You can't store stuff in a corpse */ corpse->obj_flags.value[3] = 1; /* corpse identifyer */ corpse->obj_flags.weight = GET_WEIGHT(ch)+IS_CARRYING_W(ch); corpse->obj_flags.cost_per_day = 100000; if (IS_NPC(ch)) corpse->obj_flags.timer = MAX_NPC_CORPSE_TIME; else corpse->obj_flags.timer = MAX_PC_CORPSE_TIME; if(!IS_NPC(ch)&&IS_SET(world[ch->in_room].room_flags,ARENA)){ obj_to_room(corpse, ch->in_room); corpse->next = object_list; object_list = corpse; return; } /* create an 'empty' token corpse in the arena */ corpse->contains = ch->carrying; if(GET_GOLD(ch)>0) { money = create_money(GET_GOLD(ch)); GET_GOLD(ch)=0; obj_to_obj(money,corpse); } for (i=0; i<MAX_WEAR; i++) if (ch->equipment[i]) obj_to_obj(unequip_char(ch, i), corpse); ch->carrying = 0; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; corpse->next = object_list; object_list = corpse; for(o = corpse->contains; o; o->in_obj = corpse, o = o->next_content); object_list_new_owner(corpse, 0); obj_to_room(corpse, ch->in_room); } /* When ch kills victim */ void change_alignment(struct char_data *ch, struct char_data *victim) { int align; if ((align = GET_ALIGNMENT(ch)-GET_ALIGNMENT(victim)) > 0) { if (align > 650) GET_ALIGNMENT(ch) = MIN(1000,GET_ALIGNMENT(ch) + ((align-650) >> 3)); else GET_ALIGNMENT(ch) >>= 1; } else { if (align < -650) GET_ALIGNMENT(ch) = MAX(-1000, GET_ALIGNMENT(ch) + ((align+650) >> 3)); else GET_ALIGNMENT(ch) >>= 1; } } void death_cry(struct char_data *ch) { struct char_data *victim; 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 <= 5; door++) { if (CAN_GO(ch, door)) { ch->in_room = world[was_in].dir_option[door]->to_room; act("Your blood freezes as you hear someones death cry.",FALSE,ch,0,0,TO_ROOM); ch->in_room = was_in; } } } void raw_kill(struct char_data *ch) { if (ch->specials.fighting) stop_fighting(ch); death_cry(ch); make_corpse(ch); /* Clear flags if PC dies unless died in arena combat */ if(!IS_NPC(ch)){ if(IS_SET(world[ch->in_room].room_flags,ARENA)) { /* like remove his arena flag */ if(ch->specials.arena > ARENA_NOTPLAYING){ GET_HIT(ch) = ch->specials.arena_hits; GET_MOVE(ch)= ch->specials.arena_move; GET_MANA(ch)= ch->specials.arena_mana; ch->specials.arena=ARENA_NOTPLAYING; } /* restore his previous stats */ update_pos(ch); send_to_char("\n\r*** The power of the Arena Gods intervene and you are rescued by divine forces!\n\r",ch); /* send him to temple */ spell_word_of_recall(20,ch,ch,0); return; /* no extract necessary */ } } extract_char(ch); } void die(struct char_data *ch) { if(!IS_SET(world[ch->in_room].room_flags,ARENA)&&!IS_NPC(ch)) { gain_exp(ch, -(GET_EXP(ch)/2)); } raw_kill(ch); if(!IS_NPC(ch)){ /* Killers and thieves can only be pardoned by god now if(!IS_SET(world[ch->in_room].room_flags,ARENA)) { REMOVE_BIT(ch->specials.act,PLR_ISKILLER); REMOVE_BIT(ch->specials.act,PLR_ISTHIEF); } */ } } void group_gain(struct char_data *ch, struct char_data *victim) { char buf[256]; int no_members, share; 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)) no_members = 1; else no_members = 0; for (f=k->followers; f; f=f->next) if (IS_AFFECTED(f->follower, AFF_GROUP) && (f->follower->in_room == ch->in_room)) no_members++; if (no_members >= 1) share = MIN(450000/no_members, (GET_EXP(victim)/3)/no_members); else share = 0; if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room)) { act("You receive your share of experience.", FALSE, k, 0, 0, TO_CHAR); gain_exp(k, share); change_alignment(k, victim); } for (f=k->followers; f; f=f->next) { if (IS_AFFECTED(f->follower, AFF_GROUP) && (f->follower->in_room == ch->in_room)) { act("You receive your share of experience.", FALSE, f->follower,0,0,TO_CHAR); gain_exp(f->follower, share); change_alignment(f->follower, victim); } } } char *replace_string(char *str, char *weapon) { static char buf[256]; char *cp; cp = buf; for (; *str; str++) { if (*str == '#') { switch(*(++str)) { case 'W' : for (; *weapon; *(cp++) = *(weapon++)); break; default : *(cp++) = '#'; break; } } else { *(cp++) = *str; } *cp = 0; } /* For */ return(buf); } void dam_message(int dam, struct char_data *ch, struct char_data *victim, int w_type) { struct obj_data *wield; char *buf; static struct dam_weapon_type { char *to_room; char *to_char; char *to_victim; } dam_weapons[] = { {"$n misses $N with $s #W.", /* 0 */ "You miss $N with your #W.", "$n misses you with $s #W." }, {"$n tickles $N with $s #W.", /* 1.. 2 */ "You tickle $N as you #W $M.", "$n tickles you as $e #W you." }, {"$n barely #W $N.", /* 3.. 4 */ "You barely #W $N.", "$n barely #W you."}, {"$n #W $N.", /* 5.. 6 */ "You #W $N.", "$n #W you."}, {"$n #W $N hard.", /* 7..10 */ "You #W $N hard.", "$n #W you hard."}, {"$n #W $N very hard.", /* 11..14 */ "You #W $N very hard.", "$n #W you very hard."}, {"$n #W $N extremely hard.", /* 15..20 */ "You #W $N extremely hard.", "$n #W you extremely hard."}, {"$n massacres $N to small fragments with $s #W.", /* > 20 */ "You massacre $N to small fragments with your #W.", "$n massacres you to small fragments with $s #W."} }; w_type -= TYPE_HIT; /* Change to base of table with text */ wield = ch->equipment[WIELD]; if (dam == 0) { buf = replace_string(dam_weapons[0].to_room, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[0].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[0].to_victim, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 2) { buf = replace_string(dam_weapons[1].to_room, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[1].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[1].to_victim, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 4) { buf = replace_string(dam_weapons[2].to_room, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[2].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[2].to_victim, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 6) { buf = replace_string(dam_weapons[3].to_room, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[3].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[3].to_victim, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 10) { buf = replace_string(dam_weapons[4].to_room, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[4].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[4].to_victim, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 15) { buf = replace_string(dam_weapons[5].to_room, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[5].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[5].to_victim, attack_hit_text[w_type].plural); act(buf, FALSE, ch, wield, victim, TO_VICT); } else if (dam <= 20) { buf = replace_string(dam_weapons[6].to_room, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[6].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[6].to_victim, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_VICT); } else { buf = replace_string(dam_weapons[7].to_room, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_NOTVICT); buf = replace_string(dam_weapons[7].to_char, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_CHAR); buf = replace_string(dam_weapons[7].to_victim, attack_hit_text[w_type].singular); act(buf, FALSE, ch, wield, victim, TO_VICT); } } void damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { char buf[MAX_STRING_LENGTH]; struct message_type *messages; int i,j,nr,max_hit,exp; char buf2[200]; int hit_limit(struct char_data *ch); /* assert(GET_POS(victim) > POSITION_DEAD); */ if (GET_POS(victim)<=POSITION_DEAD){ fprintf(0,"Fight.c: assert in damage() failed by %s, %s (ch,vict).\n\r", GET_NAME(ch),GET_NAME(victim)); send_to_char("He's dead already, report this bug.\n\r",ch); send_to_char("You're dead. Report bug to gods.\n\r",victim); return; } if (IS_TRUSTED(victim)) /* You can't damage an immortal! */ dam=0; if (victim != ch) { if(is_in_safe(ch,victim)==TRUE){ return; } if(is_first_level(ch,victim)==TRUE){ return; } if(nokill(ch,victim)==TRUE){ return; } check_killer(ch,victim); if (IS_NPC(ch)&&IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(victim)&&(victim->specials.fighting!=ch)){ send_to_char("You cannot harm another player!\n\r",ch); return; } if (GET_POS(victim) > POSITION_STUNNED) { if (!(victim->specials.fighting)) set_fighting(victim, ch); if (IS_NPC(victim) && !IS_TRUSTED(ch)){ remember(ch->player.name, victim); } GET_POS(victim) = POSITION_FIGHTING; } if (GET_POS(ch) > POSITION_STUNNED) { if (!(ch->specials.fighting)) 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 (ch->specials.fighting) stop_fighting(ch); hit(ch, victim->master, TYPE_UNDEFINED); return; } } } if (victim->master == ch) stop_follower(victim); if (IS_AFFECTED(ch, AFF_INVISIBLE)) appear(ch); if (IS_AFFECTED(victim, AFF_SANCTUARY)) dam = MIN(dam, 18); /* Max 18 damage when sanctuary */ dam=MIN(dam,100); dam=MAX(dam,0); GET_HIT(victim)-=dam; /* No exp for arena fighting */ if (ch != victim && !IS_SET(world[ch->in_room].room_flags,ARENA)) gain_exp(ch,GET_LEVEL(victim)*dam); update_pos(victim); if ((attacktype >= TYPE_HIT) && (attacktype <= TYPE_SLASH)) { if (!ch->equipment[WIELD]) { dam_message(dam, ch, victim, TYPE_HIT); } else { dam_message(dam, ch, victim, attacktype); } } else { 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,messages=fight_messages[i].msg;(j<nr)&&(messages);j++) messages=messages->next; if (IS_TRUSTED(victim)) { act(messages->god_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->god_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->god_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else if (dam != 0) { if (GET_POS(victim) == POSITION_DEAD) { act(messages->die_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->die_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->die_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else { act(messages->hit_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->hit_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->hit_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } else { /* Dam == 0 */ act(messages->miss_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->miss_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->miss_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } } } switch (GET_POS(victim)) { /* * Use send_to_char, because act() doesn't send * message if you are DEAD. */ case POSITION_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.", victim); break; case POSITION_INCAP: act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM); send_to_char("You are incapacitated an will slowly die, if not aided.", victim); break; case POSITION_STUNNED: act("$n is stunned, but might regain consciousness again.", TRUE, victim, 0, 0, TO_ROOM); send_to_char("You're stunned, but you might regain consciousness again.", victim); break; case POSITION_DEAD: act("$n is dead! R.I.P.", TRUE, victim, 0, 0, TO_ROOM); send_to_char("You are dead! Sorry...", victim); break; default: /* >= POSITION SLEEPING */ max_hit=hit_limit(victim); if (dam > (max_hit/5)) act("Ouch! That Really did HURT!",FALSE, victim, 0, 0, TO_CHAR); if (GET_HIT(victim) < (max_hit/5)) { act("You wish that your wounds would stop BLEEDING so much!",FALSE,victim,0,0,TO_CHAR); if (IS_NPC(victim)) { if (IS_SET(victim->specials.act, ACT_WIMPY)) do_flee(victim, "", 0); } else { /* WIMPY for PC's */ if (IS_AFFECTED(victim, AFF_WIMPY)) { do_flee(victim, "", 0); } } } break; } if (!IS_NPC(victim) && !(victim->desc)) { do_flee(victim, "", 0); if (!victim->specials.fighting) { act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM); victim->specials.was_in_room = victim->in_room; char_from_room(victim); char_to_room(victim, 0); } } if (GET_POS(victim) < POSITION_STUNNED) if (ch->specials.fighting == victim) stop_fighting(ch); if (!AWAKE(victim)) if (victim->specials.fighting) stop_fighting(victim); if (GET_POS(victim) == POSITION_DEAD) { if (IS_NPC(victim) || victim->desc) /* Cannot get exp in the arena */ if(!IS_SET(world[ch->in_room].room_flags,ARENA)) { if (IS_AFFECTED(ch, AFF_GROUP)) { group_gain(ch, victim); } else { /* Calculate level-difference bonus */ exp = GET_EXP(victim)/3; if (IS_NPC(ch)) exp += (exp*MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; else exp += (exp*MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; exp = MAX(exp, 1); gain_exp(ch, exp); change_alignment(ch, victim); } } /* if not in arena area */ if (!IS_NPC(victim) && /* No logging if arena 'death' */ !IS_SET(world[ch->in_room].room_flags,ARENA)) { sprintf(buf, "%s killed by %s at %s", GET_NAME(victim), (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)), world[victim->in_room].name); log(buf); } if (IS_NPC(ch) && !IS_NPC(victim)) { forget(victim->player.name, ch); } /* if */ die(victim); } } void hit(struct char_data *ch, struct char_data *victim, int type) { struct obj_data *wielded = 0; struct obj_data *held = 0; int w_type; int victim_ac, calc_thaco; int dam; byte diceroll; extern int thaco[4][25]; 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("NOT SAME ROOM WHEN FIGHTING!"); return; } if (ch->equipment[HOLD]) held = ch->equipment[HOLD]; if (ch->equipment[WIELD] && (ch->equipment[WIELD]->obj_flags.type_flag == ITEM_WEAPON)) { wielded = ch->equipment[WIELD]; switch (wielded->obj_flags.value[3]) { case 0 : case 1 : case 2 : w_type = TYPE_WHIP; break; case 3 : w_type = TYPE_SLASH; break; case 4 : case 5 : case 6 : w_type = TYPE_CRUSH; break; case 7 : w_type = TYPE_BLUDGEON; break; case 8 : case 9 : case 10 : case 11 : w_type = TYPE_PIERCE; break; default : w_type = TYPE_HIT; break; } } else { if (IS_NPC(ch) && (ch->specials.attack_type >= TYPE_HIT)) w_type = ch->specials.attack_type; else w_type = TYPE_HIT; } /* Calculate the raw armor including magic armor */ /* The lower AC, the better */ if (!IS_NPC(ch)) calc_thaco = thaco[GET_CLASS(ch)-1][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); /*Smartness 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) { if (IS_NPC(ch)) dam += dice(ch->specials.damnodice, ch->specials.damsizedice); else dam += number(0,2); /* Max. 2 dam with bare hands */ } else { dam += dice(wielded->obj_flags.value[1], wielded->obj_flags.value[2]); } if (GET_POS(victim) < POSITION_FIGHTING) dam *= 1+(POSITION_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[GET_LEVEL(ch)]; damage(ch, victim, dam, SKILL_BACKSTAB); } else damage(ch, victim, dam, w_type); } } /* control the fights going on */ void perform_violence(void) { struct char_data *ch; for (ch = combat_list; ch; ch=combat_next_dude) { combat_next_dude = ch->next_fighting; assert(ch->specials.fighting); if (AWAKE(ch) && (ch->in_room==ch->specials.fighting->in_room)) { hit(ch, ch->specials.fighting, TYPE_UNDEFINED); } else { /* Not in same room */ stop_fighting(ch); } } }