/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" /* command procedures needed */ DECLARE_DO_FUN(do_round ); DECLARE_DO_FUN(do_backstab ); DECLARE_DO_FUN(do_emote ); DECLARE_DO_FUN(do_circle ); DECLARE_DO_FUN(do_berserk ); DECLARE_DO_FUN(do_bash ); DECLARE_DO_FUN(do_trip ); DECLARE_DO_FUN(do_dirt ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_kick ); DECLARE_DO_FUN(do_disarm ); DECLARE_DO_FUN(do_get ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_sacrifice ); DECLARE_DO_FUN(do_hunt ); DECLARE_DO_FUN(do_mset ); /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ) ); void death_cry args( ( CHAR_DATA *ch ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_corpse args( ( CHAR_DATA *ch ) ); void one_hit args ( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary )); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim=NULL; for ( ch = char_list; ch != NULL; ch = ch->next ) { ch_next = ch->next; if ( IS_NPC(ch) && ch->fighting == NULL && IS_AWAKE(ch) && ch->hunting != NULL ) { hunt_victim(ch); continue; } if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist(ch,victim); } return; } /* for auto assisting */ void check_assist(CHAR_DATA *ch,CHAR_DATA *victim) { CHAR_DATA *rch, *rch_next; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL) { /* quick check for ASSIST_PLAYER */ if (!IS_NPC(ch) && IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_PLAYERS) && rch->level + 6 > victim->level) { do_emote(rch,"screams and attacks!"); multi_hit(rch,victim,TYPE_UNDEFINED); continue; } /* PCs next */ if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM)) { if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST)) || IS_AFFECTED(rch,AFF_CHARM)) && is_same_group(ch,rch) && !is_safe(rch, victim)) multi_hit (rch,victim,TYPE_UNDEFINED); continue; } /* now check the NPC cases */ if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && rch->group && rch->group == ch->group) || (IS_NPC(rch) && rch->race == ch->race && IS_SET(rch->off_flags,ASSIST_RACE)) || (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN) && ((IS_GOOD(rch) && IS_GOOD(ch)) || (IS_EVIL(rch) && IS_EVIL(ch)) || (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) || (rch->pIndexData == ch->pIndexData && IS_SET(rch->off_flags,ASSIST_VNUM))) { CHAR_DATA *vch; CHAR_DATA *target; int number; if (number_bits(1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch,vch) && is_same_group(vch,victim) && number_range(0,number) == 0) { target = vch; number++; } } if (target != NULL) { do_emote(rch,"screams and attacks!"); multi_hit(rch,target,TYPE_UNDEFINED); } } } } } } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; /* decrement the wait */ if (ch->desc == NULL) ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE); if (ch->desc == NULL) ch->daze = UMAX(0,ch->daze - PULSE_VIOLENCE); /* no attacks for stunnies -- just a check */ if (ch->position < POS_RESTING) return; if (IS_NPC(ch)) { mob_hit(ch,victim,dt); return; } one_hit( ch, victim, dt, FALSE ); if (get_eq_char (ch, WEAR_SECONDARY)) { one_hit(ch, victim, dt, TRUE ); if ( ch->fighting != victim ) return; } if (ch->fighting != victim) return; if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,dt, FALSE); if ( ch->fighting != victim || dt == gsn_backstab ) return; chance = get_skill(ch,gsn_second_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_second_attack,TRUE,5); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_third_attack)/4; if (IS_AFFECTED(ch,AFF_SLOW)) chance = 0;; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_third_attack,TRUE,6); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt) { int chance,number; CHAR_DATA *vch, *vch_next; one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; /* Area attack -- BALLS nasty! */ if (IS_SET(ch->off_flags,OFF_AREA_ATTACK)) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit(ch,vch,dt, FALSE); } } if (IS_AFFECTED(ch,AFF_HASTE) || (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW))) one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim || dt == gsn_backstab) return; chance = get_skill(ch,gsn_second_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance /= 2; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } chance = get_skill(ch,gsn_third_attack)/4; if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance = 0; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } /* oh boy! Fun stuff! */ if (ch->wait > 0) return; number = number_range(0,2); if (number == 1 && IS_SET(ch->act,ACT_MAGE)) { /* { mob_cast_mage(ch,victim); return; } */ ; } if (number == 2 && IS_SET(ch->act,ACT_CLERIC)) { /* { mob_cast_cleric(ch,victim); return; } */ ; } /* now for the skills */ number = number_range(0,8); switch(number) { case (0) : if (IS_SET(ch->off_flags,OFF_BASH)) do_bash(ch,""); break; case (1) : if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK)) do_berserk(ch,""); break; case (2) : if (IS_SET(ch->off_flags,OFF_DISARM) || (get_weapon_sn(ch) != gsn_hand_to_hand && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF)))) do_disarm(ch,""); break; case (3) : if (IS_SET(ch->off_flags,OFF_KICK)) do_kick(ch,""); break; case (4) : if (IS_SET(ch->off_flags,OFF_KICK_DIRT)) do_dirt(ch,""); break; case (5) : if (IS_SET(ch->off_flags,OFF_TAIL)) { /* do_tail(ch,"") */ ; } break; case (6) : if (IS_SET(ch->off_flags,OFF_TRIP)) do_trip(ch,""); break; case (7) : if (IS_SET(ch->off_flags,OFF_CRUSH)) { /* do_crush(ch,"") */ ; } break; case (8) : if (IS_SET(ch->off_flags,OFF_BACKSTAB)) { do_backstab(ch,""); } } } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; bool result; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if (dt < TYPE_HIT) if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch); skill = 20 + get_weapon_skill(ch,sn); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_32 = class_table[ch->class].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); if (thac0 < 0) thac0 = thac0/2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; thac0 -= GET_HITROLL(ch) * skill/100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill(ch,gsn_backstab)); if (dt == gsn_circle) thac0 -= 10 * (100 - get_skill(ch,gsn_circle)); switch(dam_type) { case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break; case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break; case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break; default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break; }; if (victim_ac < -15) victim_ac = (victim_ac + 15) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt, dam_type, TRUE ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL)) if (!ch->pIndexData->new_format) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]); else { if (sn != -1) check_improve(ch,sn,TRUE,5); if ( wield != NULL ) { if (wield->pIndexData->new_format) dam = dice(wield->value[1],wield->value[2]) * skill/100; else dam = number_range( wield->value[1] * skill/100, wield->value[2] * skill/100); if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */ dam = dam * 11/10; /* sharpness! */ if (IS_WEAPON_STAT(wield,WEAPON_SHARP)) { int percent; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } } else dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100); } /* * Bonuses. */ if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { check_improve(ch,gsn_enhanced_damage,TRUE,6); dam += 2 * ( dam * diceroll/300); } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; if ( dt == gsn_backstab && wield != NULL) if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); if ( dt == gsn_circle && wield != NULL) if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level /8); dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if ( dam <= 0 ) dam = 1; result = damage( ch, victim, dam, dt, dam_type, TRUE ); /* but do we have a funky weapon? */ if (result && wield != NULL) { int dam; if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON)) { int level; AFFECT_DATA *poison, af; if ((poison = affect_find(wield->affected,gsn_poison)) == NULL) level = wield->level; else level = poison->level; if (!saves_spell(level / 2,victim,DAM_POISON)) { send_to_char("You feel poison coursing through your veins.", victim); act("$n is poisoned by the venom on $p.", victim,wield,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* weaken the poison if it's temporary */ if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1, wield->level / 5 + 1); act("$p draws life from $n.",victim,wield,NULL,TO_ROOM); act("You feel $p drawing your life away.", victim,wield,NULL,TO_CHAR); damage_old(ch,victim,dam,0,DAM_NEGATIVE,FALSE); ch->alignment = UMAX(-1000,ch->alignment - 1); ch->hit += dam/2; } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,wield->level / 4 + 1); act("$n is burned by $p.",victim,wield,NULL,TO_ROOM); act("$p sears your flesh.",victim,wield,NULL,TO_CHAR); fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_FIRE,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST)) { dam = number_range(1,wield->level / 6 + 2); act("$p freezes $n.",victim,wield,NULL,TO_ROOM); act("The cold touch of $p surrounds you with ice.", victim,wield,NULL,TO_CHAR); cold_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_COLD,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,wield->level/5 + 2); act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM); act("You are shocked by $p.",victim,wield,NULL,TO_CHAR); shock_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE); } } tail_chain( ); return; } /* * Inflict damage from a hit. */ bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type, bool show) { OBJ_DATA *corpse; bool immune; if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT) { bug( "Damage: %d: more than 1200 points!", dam ); dam = 1200; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("You really shouldn't cheat.\n\r",ch); if (obj != NULL) extract_obj(obj); } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. taken out by Russ! */ /* if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return FALSE; } */ } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) ) dam /= 2; if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) ))) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return FALSE; if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield_block(ch,victim)) return FALSE; } switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if (show) dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /*****************************************/ /* GODS FIGHTING MESSAGE */ if (IS_IMMORTAL(ch) && IS_IMMORTAL(victim) && dam > 50) { act( "The world rocked by the anger of the gods.", victim, NULL, NULL, TO_ROOM ); } /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will probably recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); REMOVE_BIT(victim->act,PLR_KILLER); REMOVE_BIT(victim->act,PLR_THIEF); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ victim->pcdata->points++; victim->pcdata->points++; victim->pcdata->points++; victim->pcdata->points++; if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * (victim->level) ) gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp)/3) + 10 ); } sprintf( log_buf, "%s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); raw_kill( victim ); /* dump the flags */ if (ch != victim && !IS_NPC(ch) && !is_same_clan(ch,victim)) { if (IS_SET(victim->act,PLR_KILLER)) REMOVE_BIT(victim->act,PLR_KILLER); else REMOVE_BIT(victim->act,PLR_THIEF); } /* RT new auto commands */ if (!IS_NPC(ch) && (corpse = get_obj_list(ch,"corpse",ch->in_room->contents)) != NULL && corpse->item_type == ITEM_CORPSE_NPC && can_see_obj(ch,corpse)) { OBJ_DATA *coins; corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) if ((coins = get_obj_list(ch,"gcash",corpse->contains)) != NULL) do_get(ch, "all.gcash corpse"); if ( IS_SET(ch->act, PLR_AUTOSAC) ) if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return TRUE; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) { do_flee( victim, "" ); } tail_chain( ); return TRUE; } /* OLD FUNCTION * Inflict damage from a hit. */ bool damage_old( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ) { OBJ_DATA *corpse; bool immune; if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT) { bug( "Damage: %d: more than 1200 points!", dam ); dam = 1200; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("You really shouldn't cheat.\n\r",ch); if (obj != NULL) extract_obj(obj); } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; /* check_killer( ch, victim );*/ if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return FALSE; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) ) dam /= 2; if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) ))) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return FALSE; if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield_block(ch,victim)) return FALSE; } switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if (show) dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will probably recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ ch->pcdata->points++; if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * (victim->level) ) gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp)/3) + 50 ); } sprintf( log_buf, "%s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); raw_kill( victim ); /* dump the flags */ if (ch != victim && !IS_NPC(ch) && !is_same_clan(ch,victim)) { if (IS_SET(victim->act,PLR_KILLER)) REMOVE_BIT(victim->act,PLR_KILLER); else REMOVE_BIT(victim->act,PLR_THIEF); } /* RT new auto commands */ if ( !IS_NPC(ch) && IS_NPC(victim) ) { corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) do_get(ch, "gold corpse"); if ( IS_SET(ch->act, PLR_AUTOSAC) ) if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return TRUE; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) do_flee( victim, "" ); if ( IS_NPC(ch) && victim->in_room!=ch->in_room) ch->hunting=get_char_area(ch,victim->name); tail_chain( ); return TRUE; } bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (victim->fighting == ch || victim == ch) return FALSE; if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL) return FALSE; /* killing mobiles */ if (IS_NPC(victim)) { /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } /* if (victim->pIndexData->pShop != NULL) { send_to_char("The shopkeeper wouldn't like that.\n\r",ch); return TRUE; } if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER)) { send_to_char("I don't think the gods would approve.\n\r",ch); return TRUE; } if (!IS_NPC(ch)) { if (IS_SET(victim->act,ACT_PET)) { act("But $N looks so cute and cuddly...", ch,NULL,victim,TO_CHAR); return TRUE; } */ /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) { send_to_char("You don't own that monster.\n\r",ch); return TRUE; } } /* killing players */ else { /* NPC doing the killing */ if (IS_NPC(ch)) { /* safe room check */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) { send_to_char("Players are your friends!\n\r",ch); return TRUE; } } /* player doing the killing */ else { if (ch->level < 10 ) { send_to_char("You cant PK til level 10.\n\r",ch); return TRUE; } if (ch->level > victim->level + 5 ) { send_to_char("PK Within five levels only.\n\r",ch); return TRUE; } } } return FALSE; } bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (victim == ch && area) return TRUE; if (victim->fighting == ch || victim == ch) return FALSE; if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL && !area) return FALSE; /* killing mobiles */ if (IS_NPC(victim)) { /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; /* if (victim->pIndexData->pShop != NULL) return TRUE; if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER)) return TRUE; if (!IS_NPC(ch)) { if (IS_SET(victim->act,ACT_PET)) return TRUE; if (IS_AFFECTED(victim,AFF_CHARM) && (area || ch != victim->master)) return TRUE; if (victim->fighting != NULL && !is_same_group(ch,victim->fighting)) return TRUE; */ } else { /* area effect spells do not hit other mobs */ if (area && !is_same_group(victim,ch->fighting)) return TRUE; } /* killing players */ /* else */ { if (area && IS_IMMORTAL(victim) && victim->level > LEVEL_IMMORTAL) return TRUE; /* NPC doing the killing */ if (IS_NPC(ch)) { /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) return TRUE; /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; /* legal kill? -- mobs only hit players grouped with opponent*/ if (ch->fighting != NULL && !is_same_group(ch->fighting,victim)) return TRUE; } /* player doing the killing */ else /* { if (!is_clan(ch)) return TRUE; if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF)) return FALSE; if (!is_clan(victim)) return TRUE; */ if (ch->level > victim->level + 49) return TRUE; } return FALSE; } /* * See if an attack justifies a KILLER flag. */ /* void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; if ( IS_NPC(victim) || IS_SET(victim->act, PLR_KILLER) || IS_SET(victim->act, PLR_THIEF)) return; if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Check_killer: %s bad AFF_CHARM", IS_NPC(ch) ? ch->short_descr : ch->name ); bug( buf, 0 ); affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master ); SET_BIT(ch->master->act, PLR_KILLER); stop_follower( ch ); return; } if ( IS_NPC(ch) || ch == victim || ch->level >= LEVEL_IMMORTAL || !is_clan(ch) || IS_SET(ch->act, PLR_KILLER) || ch->fighting == victim) return; send_to_char( "*** You are now a KILLER!! ***\n\r", ch ); SET_BIT(ch->act, PLR_KILLER); sprintf(buf,"$N is attempting to murder %s",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); save_char_obj( ch ); return; } */ /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_parry) / 2; if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) { if (IS_NPC(victim)) chance /= 2; else return FALSE; } if (!can_see(ch,victim)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_parry,TRUE,6); return TRUE; } /* * Check for shield block. */ bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_shield_block) / 5 + 3; if ( get_eq_char( victim, WEAR_SHIELD ) == NULL ) return FALSE; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT ); act( "$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_shield_block,TRUE,6); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_dodge) / 2; if (!can_see(victim,ch)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_dodge,TRUE,6); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC(victim) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = IS_NPC(fch) ? fch->default_pos : POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 3, 6 ); if ( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } corpse->cost = 0; } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); /* REMOVE_BIT(ch->act,PLR_CANLOOT);*/ if (!is_clan(ch)) corpse->owner = str_dup(ch->name); else { corpse->owner = NULL; if (ch->gold > 1 || ch->silver > 1) { obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse); ch->gold -= ch->gold/2; ch->silver -= ch->silver/2; } } corpse->cost = 0; } corpse->level = ch->level; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = FALSE; obj_next = obj->next_content; if (obj->wear_loc == WEAR_FLOAT) floating = TRUE; obj_from_char( obj ); if (obj->item_type == ITEM_POTION) obj->timer = number_range(500,1000); if (obj->item_type == ITEM_SCROLL) obj->timer = number_range(1000,2500); if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH) && !floating) { obj->timer = number_range(5,10); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); } REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else if (floating) { if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */ { if (obj->contains != NULL) { OBJ_DATA *in, *in_next; act("$p evaporates,scattering its contents.", ch,obj,NULL,TO_ROOM); for (in = obj->contains; in != NULL; in = in_next) { in_next = in->next_content; obj_from_obj(in); obj_to_room(in,ch->in_room); } } else act("$p evaporates.", ch,obj,NULL,TO_ROOM); extract_obj(obj); } else { act("$p falls to the floor.",ch,obj,NULL,TO_ROOM); obj_to_room(obj,ch->in_room); } } else obj_to_obj( obj, corpse ); } obj_to_room( corpse, ch->in_room ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "You hear $n's death cry."; switch ( number_bits(4)) { case 0: msg = "$n hits the ground ... DEAD."; break; case 1: if (ch->material == 0) { msg = "$n splatters blood on your armor."; break; } case 2: if (IS_SET(ch->parts,PART_GUTS)) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if (IS_SET(ch->parts,PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if (IS_SET(ch->parts,PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if (IS_SET(ch->parts,PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if (IS_SET(ch->parts,PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if (IS_SET(ch->parts,PART_BRAINS)) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } } act( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); if(vnum == OBJ_VNUM_SEVERED_HEAD) { if(!IS_NPC(ch)){ obj->timer=number_range(70,90); } else { obj->timer=number_range(40,70); } } sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); if (obj->item_type == ITEM_FOOD) { if (IS_SET(ch->form,FORM_POISON)) obj->value[3] = 1; else if (!IS_SET(ch->form,FORM_EDIBLE)) obj->item_type = ITEM_TRASH; } obj_to_room( obj, ch->in_room ); } if ( IS_NPC(ch) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill( CHAR_DATA *victim ) { int i; stop_fighting( victim, TRUE ); death_cry( victim ); make_corpse( victim ); if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); victim->affected_by = race_table[victim->race].aff; for (i = 0; i < 4; i++) victim->armor[i]= 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); /* save_char_obj( victim ); we're stable enough to not need this :) */ return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; int group_levels; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( victim == ch ) return; members = 0; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { members++; group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level; } } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; group_levels = ch->level ; } /* if (members > 1) group_levels = group_levels * (1/3); */ lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) || IS_NPC(gch)) continue; /* ADDED BACK 4/10/97 BY JASON */ if ( gch->level - lch->level >= 5 ) { send_to_char( "You are too high level for this group.\n\r",gch ); continue; } if ( gch->level - lch->level <= -5 ) { send_to_char( "You are too low level for this group.\n\r", gch); continue; } xp = xp_compute( gch, victim, group_levels ); sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp,base_exp; int level_range; int time_per_level; level_range = victim->level - gch->level; /* compute the base exp */ switch (level_range) { default : base_exp = 0; break; case -9 : base_exp = 5; break; case -8 : base_exp = 7; break; case -7 : base_exp = 10; break; case -6 : base_exp = 15; break; case -5 : base_exp = 22; break; case -4 : base_exp = 33; break; case -3 : base_exp = 44; break; case -2 : base_exp = 55; break; case -1 : base_exp = 60; break; case 0 : base_exp = 70; break; case 1 : base_exp = 85; break; case 2 : base_exp = 99; break; case 3 : base_exp = 105; break; case 4 : base_exp = 110; break; } if (level_range > 4) base_exp = 160 + 20 * (level_range - 4); /* calculate exp multiplier */ if (IS_SET(victim->act,ACT_NOALIGN)) xp = base_exp; else if (gch->alignment > 500) /* for goodie two shoes */ { if (victim->alignment < -750) xp = (base_exp *4)/3; else if (victim->alignment < -500) xp = (base_exp * 5)/4; else if (victim->alignment > 750) xp = base_exp / 4; else if (victim->alignment > 500) xp = base_exp / 2; else if (victim->alignment > 250) xp = (base_exp * 3)/4; else xp = base_exp; } else if (gch->alignment < -500) /* for baddies */ { if (victim->alignment > 750) xp = (base_exp * 5)/4; else if (victim->alignment > 500) xp = (base_exp * 11)/10; else if (victim->alignment < -750) xp = base_exp/2; else if (victim->alignment < -500) xp = (base_exp * 3)/4; else if (victim->alignment < -250) xp = (base_exp * 9)/10; else xp = base_exp; } else if (gch->alignment > 200) /* a little good */ { if (victim->alignment < -500) xp = (base_exp * 6)/5; else if (victim->alignment > 750) xp = base_exp/2; else if (victim->alignment > 0) xp = (base_exp * 3)/4; else xp = base_exp; } else if (gch->alignment < -200) /* a little bad */ { if (victim->alignment > 500) xp = (base_exp * 6)/5; else if (victim->alignment < -750) xp = base_exp/2; else if (victim->alignment < 0) xp = (base_exp * 3)/4; else xp = base_exp; } else /* neutral */ { if (victim->alignment > 500 || victim->alignment < -500) xp = (base_exp * 4)/3; else if (victim->alignment < 200 && victim->alignment > -200) xp = base_exp/2; else xp = base_exp; } /* more exp at the low levels */ if (gch->level < 3) xp = 5 * xp / (gch->level + 4); /* less at high */ if (gch->level > 25 ) xp = 15 * xp / (gch->level - 25 ); /* reduce for playing time */ { /* compute quarter-hours per level */ time_per_level = 4 * (gch->played + (int) (current_time - gch->logon))/3600 / gch->level; time_per_level = URANGE(2,time_per_level,12); if (gch->level < 15) /* make it a curve */ time_per_level = UMAX(time_per_level,(15 - gch->level)); xp = xp * time_per_level / 12; } /* randomize the rewards */ xp = number_range (xp * 5/4, xp * 6/4); /* adjust for grouping */ xp = xp * gch->level/ 2; return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if (ch == NULL || victim == NULL) return; if ( dam == 0 ) { vs = "{rmiss{x"; vp = "{rmisses{x"; } else if ( dam <= 1 ) { vs = "{knick{x"; vp="{knicks{x"; } else if ( dam <= 3 ) { vs = "{rscratch{x"; vp="{rscratches{x"; } else if ( dam <= 4 ) { vs = "{rgraze{x"; vp ="{rgrazes{x"; } else if ( dam <= 8 ) { vs = "{rslash{x"; vp = "{rslashes{x";} else if ( dam <= 12 ) { vs = "{rcut into{x"; vp = "{rcuts into{x";} else if ( dam <= 16 ) { vs = "{rinjure{x"; vp = "{rinjures{x";} else if ( dam <= 20 ) { vs = "{rwound{x"; vp = "{rwounds{x";} else if ( dam <= 24 ) { vs = "{rmaul{x"; vp = "{rmauls{x";} else if ( dam <= 28 ) { vs = "{rdecimate{x"; vp = "{rdecimates{x";} else if ( dam <= 32 ) { vs = "{rdevastate{x"; vp = "{rdevastates{x";} else if ( dam <= 36 ) { vs = "{rmaim{x"; vp = "{rmaims{x";} else if ( dam <= 40 ) { vs = "{rMUTILATE{x"; vp ="{rMUTILATES{x";} else if ( dam <= 44 ) { vs = "{rDISEMBOWEL{x";vp ="{rDISEMBOWELS{x";} else if ( dam <= 48 ) { vs = "{rDISMEMBER{x"; vp ="{rDISMEMBERS{x";} else if ( dam <= 52 ) { vs = "{rMASSACRE{x"; vp ="{rMASSACRES{x";} else if ( dam <= 56 ) { vs = "{rMANGLE{x"; vp = "{rMANGLES{x";} else if ( dam <= 60 ) { vs = "{r DEMOLISH{x "; vp = "{r DEMOLISHES{x ";} else if ( dam <= 75 ) { vs = "{r DEVASTATE{x "; vp = "{r DEVASTATES{x ";} else if ( dam <= 100) { vs = "{r OBLITERATE{x "; vp = "{r OBLITERATES{x "; } else if ( dam <= 125) { vs = "{r ANNIHILATE{x "; vp = "{r ANNIHILATES{x "; } else if ( dam <= 150) { vs = "{r ERADICATE{x "; vp = "{r ERADICATES{x ";} else if ( dam <= 200) { vs = "{r CRUCIFY{x "; vp = "{r CRUCIFIES{x ";} else { vs = "do{r UNSPEAKABLE{x things to"; vp = "does{r UNSPEAKABLE{x things to";} punct = (dam <= 24) ? '.' : '!'; if ( dt == TYPE_HIT ) { if (ch == victim) { sprintf( buf1, "$n %s $melf%c",vp,punct); sprintf( buf2, "You %s yourself%c",vs,punct); } else { sprintf( buf1, "$n %s $N%c", vp, punct ); sprintf( buf2, "You %s $N%c", vs, punct ); sprintf( buf3, "$n %s you%c", vp, punct ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } if (immune) { if (ch == victim) { sprintf(buf1,"$n is unaffected by $s own %s.",attack); sprintf(buf2,"Luckily, you are immune to that."); } else { sprintf(buf1,"$N is unaffected by $n's %s!",attack); sprintf(buf2,"$N is unaffected by your %s!",attack); sprintf(buf3,"$n's %s is powerless against you.",attack); } } else { if (ch == victim) { sprintf( buf1, "$n's %s %s $m%c",attack,vp,punct); sprintf( buf2, "Your %s %s you%c",attack,vp,punct); } else { sprintf( buf1, "$n's %s %s $N%c", attack, vp, punct ); sprintf( buf2, "Your %s %s $N%c", attack, vp, punct ); sprintf( buf3, "$n's %s %s you%c", attack, vp, punct ); } } } if (ch == victim) { act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else { act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR); act("$n tries to disarm you, but your weapon won't budge!", ch,NULL,victim,TO_VICT); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT); return; } act( "$n DISARMS you and sends your weapon flying!", ch, NULL, victim, TO_VICT ); act( "You disarm $N!", ch, NULL, victim, TO_CHAR ); act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) get_obj(victim,obj,NULL); } return; } void do_berserk( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ((chance = get_skill(ch,gsn_berserk)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_berserk].skill_level[ch->class])) { send_to_char("You turn red in the face, but nothing happens.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk) || is_affected(ch,skill_lookup("frenzy"))) { send_to_char("You get a little madder.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("You're feeling to mellow to berserk.\n\r",ch); return; } if (ch->mana < 50) { send_to_char("You can't get up enough energy.\n\r",ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN(ch->hit,ch->max_hit); send_to_char("Your pulse races as you are consumed by rage!\n\r",ch); act("$n gets a wild look in $s eyes.",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_berserk,TRUE,2); af.where = TO_AFFECTS; af.type = gsn_berserk; af.level = ch->level; af.duration = number_fuzzy(ch->level / 8); af.modifier = UMAX(1,ch->level/5); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.modifier = UMAX(10,10 * (ch->level/5)); af.location = APPLY_AC; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move /= 2; send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch); check_improve(ch,gsn_berserk,FALSE,2); } } void do_bash( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_bash)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_bash].skill_level[ch->class])) { send_to_char("Bashing? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You try to bash your brains out, but fail.\n\r",ch); return; } if (is_safe(ch,victim)) return; /* if ( IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 30; /* level */ chance += (ch->level - victim->level); if (!IS_NPC(victim) && chance < get_skill(victim,gsn_dodge) ) { /* act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return;*/ chance -= 3 * (get_skill(victim,gsn_dodge) - chance); } /* now the attack */ if (number_percent() < chance ) { act("$n sends you sprawling with a powerful bash!", ch,NULL,victim,TO_VICT); act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR); act("$n sends $N sprawling with a powerful bash.", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_bash,TRUE,1); DAZE_STATE(victim, 3 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_bash].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash, DAM_BASH,FALSE); } else { damage(ch,victim,0,gsn_bash,DAM_BASH,FALSE); act("You fall flat on your face!", ch,NULL,victim,TO_CHAR); act("$n falls flat on $s face.", ch,NULL,victim,TO_NOTVICT); act("You evade $n's bash, causing $m to fall flat on $s face.", ch,NULL,victim,TO_VICT); check_improve(ch,gsn_bash,FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); } /* check_killer(ch,victim);*/ } void do_dirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_dirt)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_dirt].skill_level[ch->class])) { send_to_char("You get your feet dirty.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("$E's already been blinded.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch(ch->in_room->sector_type) { case(SECT_INSIDE): chance -= 20; break; case(SECT_CITY): chance -= 10; break; case(SECT_FIELD): chance += 5; break; case(SECT_FOREST): break; case(SECT_HILLS): break; case(SECT_MOUNTAIN): chance -= 10; break; case(SECT_WATER_SWIM): chance = 0; break; case(SECT_WATER_NOSWIM): chance = 0; break; case(SECT_AIR): chance = 0; break; case(SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char("There isn't any dirt to kick.\n\r",ch); return; } /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM); act("$n kicks dirt in your eyes!",ch,NULL,victim,TO_VICT); damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE,FALSE); send_to_char("You can't see a thing!\n\r",victim); check_improve(ch,gsn_dirt,TRUE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); af.where = TO_AFFECTS; af.type = gsn_dirt; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,gsn_dirt,DAM_NONE,TRUE); check_improve(ch,gsn_dirt,FALSE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); } /* check_killer(ch,victim);*/ } void do_trip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_trip)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_trip].skill_level[ch->class])) { send_to_char("Tripping? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(victim,AFF_FLYING)) { act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act("$N is already down.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You fall flat on your face!\n\r",ch); WAIT_STATE(ch,2 * skill_table[gsn_trip].beats); act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* size */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat(ch,STAT_DEX); chance -= get_curr_stat(victim,STAT_DEX) * 3 / 2; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; /* now the attack */ if (number_percent() < chance) { act("$n trips you and you go down!",ch,NULL,victim,TO_VICT); act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR); act("$n trips $N, sending $M to the ground.",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_trip,TRUE,1); DAZE_STATE(victim,2 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_trip].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2, 2 + 2 * victim->size),gsn_trip, DAM_BASH,TRUE); } else { damage(ch,victim,0,gsn_trip,DAM_BASH,TRUE); WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3); check_improve(ch,gsn_trip,FALSE,1); } } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } /* Allow player killing */ if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET))) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_yell( victim, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Backstab whom?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You're facing the wrong end.\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to backstab.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 3) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( number_percent( ) < get_skill(ch,gsn_backstab) || ( get_skill(ch,gsn_backstab) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_backstab,TRUE,1); multi_hit( ch, victim, gsn_backstab ); } else { check_improve(ch,gsn_backstab,FALSE,1); damage( ch, victim, 0, gsn_backstab,DAM_NONE,TRUE); } return; } void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Circle whom?\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They arent here!\n\r",ch); return; } if ( is_safe( ch, victim )) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char("You need a weapon to circle!\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL) { send_to_char("Your not even fighting!\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_circle].beats ); if ( number_percent( ) < get_skill(ch,gsn_circle) || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_circle,TRUE,1); multi_hit( ch, victim, gsn_circle ); } else { check_improve(ch,gsn_circle,FALSE,1); damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || number_range(0,ch->daze) != 0 || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); if(ch->level > 3 ) { do_hunt( ch, victim->name ); victim->hunting = ch; } /* need to change this !!!!! */ ch->in_room = now_in; if ( !IS_NPC(ch) ) { send_to_char( "You flee in terror!\n\r", ch ); if( (ch->class == 2) && (number_percent() < 3*(ch->level/2) ) ) send_to_char( "You snuck away safely.\n\r", ch); else { send_to_char( "You lost 10 exp.\n\r", ch); gain_exp( ch, -10 ); } } stop_fighting( ch, TRUE ); return; } send_to_char( "PANIC! You couldn't escape!\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( number_percent( ) > get_skill(ch,gsn_rescue)) { send_to_char( "You fail the rescue.\n\r", ch ); check_improve(ch,gsn_rescue,FALSE,1); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); check_improve(ch,gsn_rescue,TRUE,1); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( get_skill(ch,gsn_kick) > number_percent()) { damage(ch,victim,number_range( 1, ch->level ), gsn_kick,DAM_BASH,TRUE); check_improve(ch,gsn_kick,TRUE,1); } else { damage( ch, victim, 0, gsn_kick,DAM_BASH,TRUE); check_improve(ch,gsn_kick,FALSE,1); } return; } void do_round( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_round].skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_round].beats ); if ( get_skill(ch,gsn_round) > number_percent()) { send_to_char("You deliver an incredible roundhouse!\n\r",ch); damage(ch,victim,number_range( 2, ch->level ), gsn_round,DAM_BASH,TRUE); check_improve(ch,gsn_round,TRUE,1); } else { damage( ch, victim, 0, gsn_round,DAM_BASH,TRUE); check_improve(ch,gsn_round,FALSE,1); } return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon; hth = 0; if ((chance = get_skill(ch,gsn_disarm)) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && ((hth = get_skill(ch,gsn_hand_to_hand)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM)))) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } /* find weapon skills */ ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim)); /* modifiers */ /* skill */ if ( get_eq_char(ch,WEAR_WIELD) == NULL) chance = chance * hth/150; else chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; /* dex vs. strength */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_STR); /* level */ chance += (ch->level - victim->level) * 2; /* and now the attack */ if (number_percent() < chance) { WAIT_STATE( ch, skill_table[gsn_disarm].beats ); disarm( ch, victim ); check_improve(ch,gsn_disarm,TRUE,1); } else { WAIT_STATE(ch,skill_table[gsn_disarm].beats); act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR); act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_disarm,FALSE,1); } /* check_killer(ch,victim);*/ return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && victim->level >= get_trust(ch) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT ); raw_kill( victim ); return; }