/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
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 ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
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 ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_wielding_poisoned args( ( CHAR_DATA *ch ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim,
int dt ) );
void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
* Slightly less efficient than Merc 2.2. Takes 10% of
* total CPU time.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *victim;
CHAR_DATA *rch;
bool mobfighting;
for ( ch = char_list; ch; ch = ch->next )
{
if ( !ch->in_room || ch->deleted )
continue;
if ( ( victim = ch->fighting ) )
{
if ( IS_AWAKE( ch ) && ch->in_room == victim->in_room )
multi_hit( ch, victim, TYPE_UNDEFINED );
else
stop_fighting( ch, FALSE );
continue;
}
if ( IS_AFFECTED( ch, AFF_BLIND )
|| ( IS_NPC( ch ) && ch->pIndexData->pShop ) )
continue;
/* Ok. So ch is not fighting anyone.
* Is there a fight going on?
*/
mobfighting = FALSE;
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted
|| !IS_AWAKE( rch )
|| !( victim = rch->fighting ) )
continue;
if ( !IS_NPC( ch )
&& ( !IS_NPC( rch ) || IS_AFFECTED( rch, AFF_CHARM ) )
&& is_same_group( ch, rch )
&& IS_NPC( victim ) )
break;
if ( IS_NPC( ch )
&& IS_NPC( rch )
&& !IS_NPC( victim ) )
{
mobfighting = TRUE;
break;
}
}
if ( !victim || !rch )
continue;
/*
* Now that someone is fighting, consider fighting another pc
* or not at all.
*/
if ( mobfighting )
{
CHAR_DATA *vch;
int number;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
{
if ( can_see( ch, vch )
&& is_same_group( vch, victim )
&& number_range( 0, number ) == 0 )
{
victim = vch;
number++;
}
}
if ( ( rch->pIndexData != ch->pIndexData && number_bits( 3 ) != 0 )
|| ( IS_GOOD( ch ) && IS_GOOD( victim ) )
|| abs( victim->level - ch->level ) > 3 )
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance;
one_hit( ch, victim, dt );
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = IS_NPC( ch ) ? ch->level
: ch->pcdata->learned[gsn_second_attack]/2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
if ( ch->fighting != victim )
return;
}
chance = IS_NPC( ch ) ? ch->level
: ch->pcdata->learned[gsn_third_attack]/4;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
if ( ch->fighting != victim )
return;
}
chance = IS_NPC( ch ) ? ch->level / 2
: 0;
if ( number_percent( ) < chance )
one_hit( ch, victim, dt );
return;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
char buf [ MAX_STRING_LENGTH ];
int victim_ac;
int thac0;
int thac0_00;
int thac0_47;
int dam;
int diceroll;
/*
* 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.
*/
wield = get_eq_char( ch, WEAR_WIELD );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC( ch ) )
{
thac0_00 = 20;
thac0_47 = -10;
}
else
{
thac0_00 = class_table[ch->class].thac0_00;
thac0_47 = class_table[ch->class].thac0_47;
}
thac0 = interpolate( ch->level, thac0_00, thac0_47 )
- GET_HITROLL( ch );
victim_ac = UMAX( -15, GET_AC( victim ) / 10 );
if ( !can_see( ch, victim ) )
victim_ac -= 4;
/*
* 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 );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC( ch ) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield )
dam += dam / 2;
}
else
{
if ( wield )
dam = number_range( wield->value[1], wield->value[2] );
else
dam = number_range( 1, 4 );
if ( wield && dam > 1000 )
{
sprintf( buf, "One_hit dam range > 1000 from %d to %d",
wield->value[1], wield->value[2] );
bug( buf, 0 );
}
}
/*
* Bonuses.
*/
dam += GET_DAMROLL( ch );
if ( wield && IS_SET( wield->extra_flags, ITEM_POISONED ) )
dam += dam / 4;
if ( !IS_NPC( ch ) && ch->pcdata->learned[gsn_enhanced_damage] > 0 )
dam += dam * ch->pcdata->learned[gsn_enhanced_damage] / 150;
if ( !IS_AWAKE( victim ) )
dam *= 2;
if ( dt == gsn_backstab )
dam *= 2 + UMIN( ( ch->level / 8) , 4 );
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt );
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
if ( victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 )
{
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) && ch->desc )
sprintf( buf,
"Damage: %d from %s by %s: > 1000 points with %d dt!",
dam, ch->name, ch->desc->original->name, dt );
else
sprintf( buf,
"Damage: %d from %s: > 1000 points with %d dt!",
dam, ch->name, dt );
bug( buf, 0 );
dam = 1000;
}
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( !victim->fighting )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( !ch->fighting )
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
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
set_fighting( ch, victim->master );
return;
}
}
/*
* 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( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
dam /= 2;
if ( IS_AFFECTED( victim, AFF_PROTECT )
&& IS_EVIL( ch ) )
dam -= dam / 4;
if ( dam < 0 )
dam = 0;
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT || dt == gsn_kick )
{
int leveldiff = ch->level - victim->level;
if ( IS_NPC( ch ) && number_percent( )
< ( leveldiff < -5 ? ch->level / 2 : UMAX( 10, leveldiff ) )
&& dam == 0 )
disarm( ch, victim );
if ( IS_NPC( ch ) && number_percent( )
< ( leveldiff < -5 ? ch->level / 2 : UMAX( 20, leveldiff ) )
&& dam == 0 )
trip( ch, victim );
if ( check_parry( ch, victim ) && dam > 0 )
return;
if ( check_dodge( ch, victim ) && dam > 0 )
return;
}
}
/* We moved dam_message out of the victim != ch if above
* so self damage would show. Other valid type_undefined
* damage is ok to avoid like mortally wounded damage - Kahn
*/
if ( dt != TYPE_UNDEFINED )
dam_message( ch, victim, dam, dt );
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC( victim )
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
if ( dam > 0 && dt > TYPE_HIT
&& is_wielding_poisoned( ch )
&& !saves_spell( ch->level, victim ) )
{
AFFECT_DATA af;
af.type = gsn_poison;
af.duration = 1;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\r\n",
victim );
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_INCAP:
send_to_char(
"You are incapacitated and will slowly die, if not aided.\r\n",
victim );
act( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_STUNNED:
send_to_char("You are stunned, but will probably recover.\r\n",
victim );
act( "$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_DEAD:
send_to_char( "You have been KILLED!!\r\n\r\n", victim );
act( "$n is DEAD!!", victim, NULL, NULL, TO_ROOM );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\r\n", victim );
if ( victim->hit < victim->max_hit / 4 )
send_to_char( "You sure are BLEEDING!\r\n", 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:
* 1/2 way back to previous level.
*/
if ( victim->exp > 1000 * victim->level )
gain_exp( victim, ( 1000 * victim->level - victim->exp ) / 2 );
}
raw_kill( ch, victim );
/* Ok, now we want to remove the deleted flag from the
* PC victim.
*/
if ( !IS_NPC( victim ) )
victim->deleted = FALSE;
if ( !IS_NPC( ch ) && IS_NPC( victim ) )
{
if ( IS_SET( ch->act, PLR_AUTOLOOT ) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( IS_SET( ch->act, PLR_AUTOSAC ) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch )
return;
/*
* Take care of link dead people.
*/
if ( !IS_NPC( victim ) && !victim->desc )
{
if ( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return;
}
}
/*
* Wimp out?
*/
if ( IS_NPC( victim ) && dam > 0 )
{
if ( ( IS_SET( victim->act, ACT_WIMPY ) && number_bits( 1 ) == 0
&& victim->hit < victim->max_hit / 2 )
|| ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if ( !IS_NPC( victim )
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( IS_NPC( ch ) || IS_NPC( victim ) )
return FALSE;
if ( get_age( ch ) < 21 )
{
send_to_char( "You aren't old enough.\r\n", ch );
return TRUE;
}
if ( IS_SET( victim->act, PLR_KILLER ) )
return FALSE;
if ( ch->level > victim->level )
{
send_to_char( "You may not attack a lower level player.\r\n", ch );
return TRUE;
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if ( IS_NPC( victim )
|| IS_SET( victim->act, PLR_KILLER )
|| IS_SET( victim->act, PLR_THIEF ) )
return;
/*
* NPC's are cool of course
* Hitting yourself is cool too (bleeding).
* And current killers stay as they are.
*/
if ( IS_NPC( ch )
|| ch == victim
|| IS_SET( ch->act, PLR_KILLER ) )
return;
send_to_char( "*** You are now a KILLER!! ***\r\n", ch );
SET_BIT(ch->act, PLR_KILLER);
save_char_obj( ch );
return;
}
/*
* Check to see if weapon is poisoned.
*/
bool is_wielding_poisoned( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) )
&& IS_SET( obj->extra_flags, ITEM_POISONED ) )
return TRUE;
return FALSE;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE( victim ) )
return FALSE;
if ( IS_NPC( victim ) )
{
/* Tuan was here. :) */
chance = UMIN( 60, 2 * victim->level );
if ( !get_eq_char( victim, WEAR_WIELD ) )
chance = chance / 2;
}
else
{
if ( !get_eq_char( victim, WEAR_WIELD ) )
return FALSE;
chance = victim->pcdata->learned[gsn_parry] / 2;
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE( victim ) )
return FALSE;
if ( IS_NPC( victim ) )
/* Tuan was here. :) */
chance = UMIN( 60, 2 * victim->level );
else
chance = victim->pcdata->learned[gsn_dodge] / 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
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 <= -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 )
{
char buf [ MAX_STRING_LENGTH ];
if ( ch->fighting )
{
bug( "Set_fighting: already fighting", 0 );
sprintf( buf, "...%s attacking %s at %d",
( IS_NPC( ch ) ? ch->short_descr : ch->name ),
( IS_NPC( victim ) ? victim->short_descr : victim->name ),
victim->in_room->vnum );
bug( buf , 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; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *location;
char *name;
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) )
{
/*
* This longwinded corpse creation routine comes about because
* we dont want anything created AFTER a corpse to be placed
* INSIDE a corpse. This had caused crashes from obj_update()
* in extract_obj() when the updating list got shifted from
* object_list to obj_free. --- Thelonius (Monk)
*/
if ( ch->gold > 0 )
{
OBJ_DATA * coins;
coins = create_money( ch->gold );
name = ch->short_descr;
corpse = create_object(
get_obj_index( OBJ_VNUM_CORPSE_NPC ),
0 );
corpse->timer = number_range( 2, 4 );
obj_to_obj( coins, corpse );
ch->gold = 0;
}
else
{
name = ch->short_descr;
corpse = create_object(
get_obj_index( OBJ_VNUM_CORPSE_NPC ),
0 );
corpse->timer = number_range( 2, 4 );
}
}
else
{
name = ch->name;
corpse = create_object(
get_obj_index( OBJ_VNUM_CORPSE_PC ),
0 );
corpse->timer = number_range( 25, 40 );
}
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; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
obj_from_char( obj );
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj( obj );
else
obj_to_obj( obj, corpse );
}
if ( IS_NPC( ch ) )
obj_to_room( corpse, ch->in_room );
else
{
if ( ch->level > LEVEL_HERO )
obj_to_room( corpse, ch->in_room );
else
if ( !( location = get_room_index( ROOM_VNUM_GRAVEYARD_A ) ) )
{
bug( "Graveyard A does not exist!", 0 );
obj_to_room( corpse, ch->in_room );
}
else
obj_to_room( corpse, location );
}
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int vnum;
int door;
vnum = 0;
switch ( number_bits( 4 ) )
{
default: msg = "You hear $n's death cry."; break;
case 0: msg = "$n hits the ground ... DEAD."; break;
case 1: msg = "$n splatters blood on your armor."; break;
case 2: msg = "You smell $n's sphincter releasing in death.";
vnum = OBJ_VNUM_FINAL_TURD; break;
case 3: msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD; break;
case 4: msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART; break;
case 5: msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM; break;
case 6: msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG; break;
}
act( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
OBJ_DATA *obj;
char *name;
char buf [ MAX_STRING_LENGTH ];
name = IS_NPC( ch ) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
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 );
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] )
&& pexit->to_room
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
AFFECT_DATA *paf;
stop_fighting( victim, TRUE );
if ( ch != victim )
death_cry( victim );
make_corpse( victim );
for ( paf = victim->affected; paf; paf = paf->next )
affect_remove( victim, paf );
victim->affected_by = 0;
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 );
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
CHAR_DATA *gch;
CHAR_DATA *lch;
char buf[ MAX_STRING_LENGTH ];
int members;
int xp;
/*
* 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 ( IS_NPC( ch ) || !IS_NPC( victim ) || victim == ch )
return;
members = 0;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
}
lch = ( ch->leader ) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) )
continue;
if ( gch->level - lch->level >= 6 )
{
send_to_char( "You are too high level for this group.\r\n", gch );
continue;
}
if ( gch->level - lch->level <= -6 )
{
send_to_char( "You are too low level for this group.\r\n", gch );
continue;
}
xp = xp_compute( gch, victim ) / members;
sprintf( buf, "You receive %d experience points.\r\n", xp );
send_to_char( buf, gch );
gain_exp( gch, xp );
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
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 xp;
int align;
int extra;
int level;
int number;
xp = 150 - URANGE( -4, gch->level - victim->level, 6 ) * 25;
align = gch->alignment - victim->alignment;
if ( align > 500 )
{
gch->alignment = UMIN( gch->alignment + ( align - 500 ) / 4, 1000 );
xp = 5 * xp / 4;
}
else if ( align < -500 )
{
gch->alignment = UMAX( gch->alignment + ( align + 500 ) / 4, -1000 );
xp = 5 * xp / 4;
}
else
{
gch->alignment -= gch->alignment / 4;
xp = 3 * xp / 4;
}
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to - 50%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
level = URANGE( 0, victim->level, MAX_LEVEL - 1 );
number = UMAX( 1, kill_table[level].number );
extra = victim->pIndexData->killed - kill_table[level].killed / number;
xp -= xp * URANGE( -2, extra, 4 ) / 8;
xp = number_range( xp * 3 / 4, xp * 5 / 4 );
xp = UMAX( 0, xp );
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
static char * const attack_table [ ] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suction", "chop"
};
const char *vs;
const char *vp;
const char *attack;
char buf [ MAX_STRING_LENGTH ];
char buf1 [ 256 ];
char buf2 [ 256 ];
char buf3 [ 256 ];
char buf4 [ 256 ];
char buf5 [ 256 ];
char punct;
if ( dam == 0 ) { vs = "miss"; vp = "misses"; }
else if ( dam <= 4 ) { vs = "scratch"; vp = "scratches"; }
else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; }
else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; }
else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; }
else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; }
else if ( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
else if ( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
else if ( dam <= 48 ) { vs = "EVISCERATE"; vp = "EVISCERATES"; }
else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
else if ( dam <= 100 ) { vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***"; }
else { vs = "*** ANNIHILATE ***";
vp = "*** ANNIHILATES ***"; }
punct = ( dam <= 24 ) ? '.' : '!';
if ( dt == TYPE_HIT )
{
sprintf( buf1, "You %s $N%c", vs, punct );
sprintf( buf2, "$n %s you%c", vp, punct );
sprintf( buf3, "$n %s $N%c", vp, punct );
sprintf( buf4, "You %s yourself%c", vs, punct );
sprintf( buf5, "$n %s $mself%c", vp, punct );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT
+ sizeof( attack_table )/sizeof( attack_table[0] ) )
attack = attack_table[dt - TYPE_HIT];
else
{
sprintf( buf, "Dam_message: bad dt %d caused by %s.", dt,
ch->name );
bug( buf, 0 );
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( dt > TYPE_HIT && is_wielding_poisoned( ch ) )
{
sprintf( buf1, "Your poisoned %s %s $N%c", attack, vp, punct );
sprintf( buf2, "$n's poisoned %s %s you%c", attack, vp, punct );
sprintf( buf3, "$n's poisoned %s %s $N%c", attack, vp, punct );
sprintf( buf4, "Your poisoned %s %s you%c", attack, vp, punct );
sprintf( buf5, "$n's poisoned %s %s $n%c", attack, vp, punct );
}
else
{
sprintf( buf1, "Your %s %s $N%c", attack, vp, punct );
sprintf( buf2, "$n's %s %s you%c", attack, vp, punct );
sprintf( buf3, "$n's %s %s $N%c", attack, vp, punct );
sprintf( buf4, "Your %s %s you%c", attack, vp, punct );
sprintf( buf5, "$n's %s %s $n%c", attack, vp, punct );
}
}
if ( victim != ch )
{
act( buf1, ch, NULL, victim, TO_CHAR );
act( buf2, ch, NULL, victim, TO_VICT );
act( buf3, ch, NULL, victim, TO_NOTVICT );
}
else
{
act( buf4, ch, NULL, victim, TO_CHAR );
act( buf5, ch, NULL, victim, TO_ROOM );
}
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 ) ) )
return;
if ( !get_eq_char( ch, WEAR_WIELD ) && number_bits( 1 ) == 0 )
return;
act( "You disarm $N!", ch, NULL, victim, TO_CHAR );
act( "$n DISARMS you!", ch, NULL, victim, TO_VICT );
act( "$n DISARMS $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_NPC( victim ) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim->wait == 0 )
{
act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR );
act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT );
act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( !IS_NPC( victim ) )
{
if ( !IS_SET( victim->act, PLR_KILLER )
&& !IS_SET( victim->act, PLR_THIEF ) )
{
send_to_char( "You must MURDER a player.\r\n", ch );
return;
}
}
else
{
if ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master )
{
send_to_char( "You must MURDER a charmed creature.\r\n", ch );
return;
}
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\r\n", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( "$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!\r\n", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
check_killer( ch, victim );
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.\r\n", ch );
return;
}
void do_murder( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char buf [ MAX_STRING_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Murder whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Suicide is a mortal sin.\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
{
act( "$N is your beloved master!", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\r\n", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
sprintf( buf, "Help! I am being attacked by %s!", ch->name );
do_shout( victim, buf );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_backstab].skill_level[ch->class] )
{
send_to_char(
"You better leave the assassin trade to thieves.\r\n", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( !( obj = get_eq_char( ch, WEAR_WIELD ) )
|| obj->value[3] != 11 )
{
send_to_char( "You need to wield a piercing weapon.\r\n", ch );
return;
}
if ( victim->fighting )
{
send_to_char( "You can't backstab a fighting person.\r\n", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if ( !IS_AWAKE( victim )
|| IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
int attempt;
if ( !( victim = ch->fighting ) )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\r\n", 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->to_room
|| IS_SET( pexit->exit_info, EX_CLOSED )
|| ( IS_NPC( ch )
&& ( IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
|| ( IS_SET( ch->act, ACT_STAY_AREA )
&& pexit->to_room->area != ch->in_room->area ) ) ) )
continue;
move_char( ch, door );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC( ch ) )
{
send_to_char( "You flee from combat! You lose 25 exps.\r\n", ch );
gain_exp( ch, -25 );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You failed! You lose 10 exps.\r\n", ch );
gain_exp( ch, -10 );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *fch;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_rescue].skill_level[ch->class] )
{
send_to_char(
"You'd better leave the heroic acts to warriors.\r\n", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "What about fleeing instead?\r\n", ch );
return;
}
if ( !IS_NPC( ch ) && IS_NPC( victim ) )
{
send_to_char( "Doesn't need your help!\r\n", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\r\n", ch );
return;
}
if ( !( fch = victim->fighting ) )
{
send_to_char( "That person is not fighting right now.\r\n", ch );
return;
}
if ( !is_same_group( ch, victim ) )
{
send_to_char( "Why would you want to?\r\n", ch );
return;
}
if ( !check_blind ( ch ) )
return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\r\n", ch );
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
set_fighting( fch, ch );
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_kick].skill_level[ch->class] )
{
send_to_char(
"You'd better leave the martial arts to fighters.\r\n", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
damage( ch, victim, number_range( 1, ch->level ), gsn_kick );
else
damage( ch, victim, 0, gsn_kick );
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int percent;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_disarm].skill_level[ch->class] )
{
send_to_char( "You don't know how to disarm opponents.\r\n", ch );
return;
}
if ( !get_eq_char( ch, WEAR_WIELD ) )
{
send_to_char( "You must wield a weapon to disarm.\r\n", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim->fighting != ch && ch->fighting != victim )
{
act( "$E is not fighting you!", ch, NULL, victim, TO_CHAR );
return;
}
if ( !( obj = get_eq_char( victim, WEAR_WIELD ) ) )
{
send_to_char( "Your opponent is not wielding a weapon.\r\n", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if ( IS_NPC( ch ) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\r\n", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *rch;
rch = get_char( ch );
if ( !authorized( rch, gsn_slay ) )
return;
send_to_char( "If you want to SLAY, spell it out.\r\n", ch );
return;
}
void do_slay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *rch;
char arg [ MAX_INPUT_LENGTH ];
rch = get_char( ch );
if ( !authorized( rch, gsn_slay ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Slay whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Suicide is a mortal sin.\r\n", ch );
return;
}
if ( !IS_NPC( victim ) && victim->level >= ch->level )
{
send_to_char( "You failed.\r\n", 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( ch, victim );
return;
}