/***************************************************************************
* 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. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan 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. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#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 ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int wpn ) );
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_wielding_poisoned args( ( CHAR_DATA *ch, int wpn ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt,
int wpn ) );
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 ) );
bool check_race_special args( ( CHAR_DATA *ch ) );
void use_magical_item args( ( CHAR_DATA *ch ) );
/*
* 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
&& !victim->deleted )
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;
/*
* Set the fighting fields now.
*/
if ( victim->position > POS_STUNNED )
{
if ( !victim->fighting )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
if ( !ch->fighting )
set_fighting( ch, victim );
}
if ( !IS_NPC( ch ) && ch->fighting )
{
if ( check_race_special( ch ) )
return;
}
one_hit( ch, victim, dt, WEAR_WIELD );
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle )
return;
chance = IS_NPC( ch ) ? ch->level
: ch->pcdata->learned[gsn_second_attack] / 2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, WEAR_WIELD );
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, WEAR_WIELD );
if ( ch->fighting != victim )
return;
}
chance = IS_NPC( ch ) ? ch->level / 2
: 0;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, WEAR_WIELD );
if ( ch->fighting != victim )
return;
}
if ( get_eq_char( ch, WEAR_WIELD_2 ) )
{
chance = IS_NPC( ch ) ? ch->level : ch->pcdata->learned[gsn_dual] / 2 ;
if ( number_percent( ) < chance )
one_hit( ch, victim, dt, WEAR_WIELD_2 );
}
return;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int wpn )
{
OBJ_DATA *wield;
char buf [ MAX_STRING_LENGTH ];
int victim_ac;
int thac0;
int thac0_00;
int thac0_47;
int dam;
int diceroll;
int race_hit_bonus;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
{
sprintf( buf, "one_hit: ch %s not with victim %s, or victim POS_DEAD",
ch->name, victim->name );
bug( buf, 0 );
return;
}
/*
* Figure out the type of damage message.
*/
wield = get_eq_char( ch, wpn );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
/*
* Figure out the racial hit bonuses.
*/
race_hit_bonus = ( race_table[victim->race].size
- race_table[ch->race].size ) / 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;
}
/* Weapon-specific hitroll and damroll */
thac0 = interpolate( ch->level, thac0_00, thac0_47 )
- get_hitroll( ch, wpn )
- race_hit_bonus;
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, wpn );
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, 2 ) * race_table[ ch->race ].size;
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, wpn );
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 );
else if ( dt == gsn_circle ) /* 150% to 200% at lev. 50 */
dam += dam / 2 + ( dam * ch->level ) / 100;
if ( ch->race == race_lookup( "Vampire" ) && !wield )
dam += dam / 2;
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt, wpn );
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int wpn )
{
int sntemp;
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 ( !ch->fighting )
set_fighting( ch, victim );
/*
* If NPC victim is following, ch might attack victim's master.
* No charm check here because charm would be dispelled from
* tanking mobile when combat ensues thus ensuring PC charmer is
* not harmed.
* Check for is_same_group wont work as following mobile is not
* always grouped with PC charmer - Kahn
*/
if ( IS_NPC( ch )
&& IS_NPC( victim )
&& victim->master
&& victim->master->in_room == ch->in_room
&& number_bits( 2 ) == 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 )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_SANCT ) )
dam /= 2;
if ( ( IS_AFFECTED( victim, AFF_PROTECT )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_PROTECTION ) )
&& 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 ( IS_NPC( ch )
&& IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD )
&& number_percent() < UMIN( 25, UMAX( 10, ch->level ) )
&& !IS_NPC( victim ) )
use_magical_item( ch );
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, wpn );
/*
* 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 > 1 ) && IS_AFFECTED( victim, AFF_FLAMING ) )
{
sntemp = skill_lookup( "flamestrike" );
(*skill_table[sntemp].spell_fun) ( sntemp, ( victim->level / 4 ),
victim, ch );
}
if ( is_affected( victim, gsn_berserk )
&& victim->position <= POS_STUNNED )
affect_strip( victim, gsn_berserk );
if ( dam > 0 && dt > TYPE_HIT
&& is_wielding_poisoned( ch, wpn )
&& !saves_spell( ch->level, victim )
&& victim->race != race_lookup ( "Vampire" )
&& victim->race != race_lookup ( "Undead" ) )
{
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 ) && victim->fighting )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC( victim ) )
{
int gold = 0;
int exp = 0;
char buf[MAX_STRING_LENGTH];
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 2 levels.
*/
if ( IS_NPC( ch ) )
{
if ( victim->exp > 1000 * ( victim->level - 1 ) )
gain_exp( victim, ( 1000 * ( victim->level - 1 )
- victim->exp ) / 2 );
}
else
{
if ( ch != victim )
{
if ( IS_SET( victim->act, PLR_REGISTER ) )
{
exp = number_range( 250, 750 );
gain_exp( victim, 0 - exp );
sprintf( buf, "You lose %d exps.\r\n", exp );
send_to_char( buf, victim );
}
gold = victim->gold * number_range( 10, 20 ) / 100;
ch->gold += gold;
victim->gold -= gold;
sprintf( buf, "You gain %d gold.\r\n", gold );
send_to_char( buf, ch );
sprintf( buf, "You lose %d gold.\r\n", gold );
send_to_char( buf, victim );
}
}
}
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 ) )
{
/* Autogold by Morpheus */
if ( IS_SET( ch->act, PLR_AUTOGOLD ) )
do_get( ch, "gold corpse" );
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_AFFECTED( ch, AFF_GHOUL ) )
{
send_to_char(
"You may not participate in combat while in ghoul form.\r\n",
ch );
return TRUE;
}
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_GHOUL ) )
{
act( "Your attack passes through $N.", ch, NULL, victim, TO_CHAR );
act( "$n's attack passes through $N.", ch, NULL, victim, TO_NOTVICT );
act( "$n's attack passes through you.", ch, NULL, victim, TO_VICT );
return TRUE;
}
if ( IS_NPC( ch ) || IS_NPC( victim ) )
return FALSE;
if ( IS_SET( victim->act, PLR_KILLER )
|| IS_SET( victim->act, PLR_THIEF ) )
return FALSE;
if ( ch->level < 16 && !ch->fighting )
{
send_to_char(
"You may not pkill or psteal with or without registering.\r\n",
ch );
return TRUE;
}
if ( victim->level >= LEVEL_HERO )
{
act( "$N is a HERO and is automatically safe.", ch, NULL, victim,
TO_CHAR );
return TRUE;
}
if ( ch->level >= LEVEL_HERO )
{
send_to_char( "You may not participate in pkilling or pstealing.\r\n",
ch );
return TRUE;
}
if ( victim->fighting )
return FALSE;
if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
{
act( "$N is in a safe room.", ch, NULL, victim, TO_CHAR );
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.
*/
if ( IS_NPC( victim ) )
return;
/*
* NPC's are cool of course
* Hitting yourself is cool too (bleeding).
* Hitting immortals are fine.
*/
if ( IS_NPC( ch )
|| ch == victim
|| victim->level > LEVEL_HERO )
return;
/*
* KILLERs are fair game.
* THIEVES are fair game too.
* KILLER aggressors should not be penalized 1000 exps per attack but
* per combat started.
*/
if ( IS_SET( victim->act, PLR_KILLER )
|| IS_SET( victim->act, PLR_THIEF )
|| ( IS_SET( ch->act, PLR_KILLER ) && ch->fighting ) )
return;
/*
* Vampires are fair game.
*/
if ( victim->race == race_lookup( "Vampire" ) )
return;
if ( !licensed( ch ) )
{
send_to_char( "You are not licensed! You lose 400 exps.\r\n", ch );
gain_exp( ch, -400 );
if ( registered( ch, victim )
&& ch->level - victim->level < 6 )
{
return;
}
}
if ( ( ch->level - victim->level > 5 && victim->fighting != ch )
|| !registered( ch, victim ) )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char buf [ MAX_STRING_LENGTH ];
send_to_char( "You are a KILLER! You lose 600 exps.\r\n", ch );
sprintf( buf, "Help! I'm being attacked by %s!", ch->name );
do_shout( victim, buf );
SET_BIT( ch->act, PLR_KILLER );
gain_exp( ch, -600 );
demote_level( ch );
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
obj_from_char( obj );
/*
* Remove item inventories
* Includes licenses to kill
*/
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
{
extract_obj( obj );
continue;
}
obj_to_char( obj, ch );
}
save_char_obj( ch );
}
return;
}
/*
* Check to see if weapon is poisoned.
*/
bool is_wielding_poisoned( CHAR_DATA *ch, int wpn )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, wpn ) )
&& 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 ) )
{
if ( !get_eq_char( victim, WEAR_WIELD_2 ) )
chance /= 2;
else
chance = 3 * chance / 4;
}
}
else
{
if ( !get_eq_char( victim, WEAR_WIELD ) )
{
if ( !get_eq_char( victim, WEAR_WIELD_2 ) )
return FALSE;
chance = victim->pcdata->learned[gsn_parry] / 4;
}
else
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;
if ( is_affected( fch, gsn_berserk ) )
affect_strip( fch, gsn_berserk );
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)
*/
name = ch->short_descr;
if ( ch->gold > 0 )
{
OBJ_DATA * coins;
coins = create_money( ch->gold );
corpse = create_object(
get_obj_index( OBJ_VNUM_CORPSE_NPC ),
0 );
obj_to_obj( coins, corpse );
ch->gold = 0;
}
else
{
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 );
/*
* Remove item inventories from all corpses.
* Includes licenses to kill
*/
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
{
extract_obj( obj );
}
else
{
if ( IS_NPC( ch ) ) /* remove this line and else{} below */
{ /* if you want player to not have their */
obj_to_obj( obj, corpse ); /* eq upon death - Kahn */
}
else
{
obj_to_char( obj, ch );
}
}
}
if ( IS_NPC( ch ) )
{
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 );
if ( IS_AFFECTED( ch, AFF_POISON ) )
obj->value[3] = 1;
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 );
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_VAMP_BITE ) )
victim->race = race_lookup( "Vampire" );
for ( paf = victim->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
/* Keep the ghoul affect */
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_GHOUL ) )
continue;
affect_remove( victim, paf );
}
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->pcdata->mod_str = 0;
victim->pcdata->mod_int = 0;
victim->pcdata->mod_wis = 0;
victim->pcdata->mod_dex = 0;
victim->pcdata->mod_con = 0;
if ( victim->race == race_lookup( "vampire" ) )
{
victim->pcdata->condition[COND_FULL ] = 0;
victim->pcdata->condition[COND_THIRST] = 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.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( IS_NPC( ch ) || 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;
if ( !str_infix( race_table[lch->race].name,
race_table[gch->race].hate) && members > 1 )
{
send_to_char( "You lost a third of your exps due to grouping with scum.\r\n", ch );
xp *= .66;
}
sprintf( buf, "You receive %d experience points.\r\n", xp );
send_to_char( buf, gch );
gain_exp( gch, xp );
for ( obj = gch->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 ( gch ) )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD )
&& IS_GOOD ( gch ) )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_NEUTRAL )
&& IS_NEUTRAL( gch ) ) )
{
act( "You are zapped by $p.", gch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", gch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, gch->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 )
{
OBJ_DATA *obj;
float bonus;
int xp;
int align;
int extra;
int level;
int number;
bonus = 1.0;
xp = 105 - 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;
}
if ( IS_AFFECTED( victim, AFF_SANCTUARY )
|| IS_SET( race_table[ victim->race ].race_abilities, RACE_SANCT ) )
{
bonus += 1/2;
}
if ( IS_AFFECTED( victim, AFF_FLAMING ) )
{
bonus += 4/10;
}
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) )
{
bonus += 1/4;
}
if ( ( obj = get_eq_char( victim, WEAR_WIELD_2 ) ) )
{
bonus += 1/5;
}
if ( !str_infix( race_table[victim->race].name,
race_table[gch->race].hate ) )
{
bonus += 1/10;
}
if ( victim->race == gch->race )
{
bonus -= 1/8;
}
if ( IS_NPC( victim ) )
{
if ( IS_SET( victim->act, ACT_AGGRESSIVE ) )
{
bonus += 1/20;
}
if ( victim->pIndexData->pShop != 0 )
bonus -= 1/4;
if ( victim->spec_fun != 0 )
{
if ( victim->spec_fun == spec_lookup( "spec_breath_any" )
|| victim->spec_fun == spec_lookup( "spec_cast_psionicist" )
|| victim->spec_fun == spec_lookup( "spec_cast_undead" )
|| victim->spec_fun == spec_lookup( "spec_breath_gas" )
|| victim->spec_fun == spec_lookup( "spec_cast_mage" ) )
bonus += 1/3;
if ( victim->spec_fun == spec_lookup( "spec_breath_fire" )
|| victim->spec_fun == spec_lookup( "spec_breath_cold" )
|| victim->spec_fun == spec_lookup( "spec_breath_acid" )
|| victim->spec_fun == spec_lookup( "spec_breath_lightning" )
|| victim->spec_fun == spec_lookup( "spec_cast_cleric" )
|| victim->spec_fun == spec_lookup( "spec_cast_judge" )
|| victim->spec_fun == spec_lookup( "spec_cast_ghost" ) )
bonus += 1/5;
if ( victim->spec_fun == spec_lookup( "spec_poison" )
|| victim->spec_fun == spec_lookup( "spec_thief" ) )
bonus += 1/20;
if ( victim->spec_fun == spec_lookup( "spec_cast_adept" ) )
bonus -= 1/2;
}
}
else
{
if ( !IS_SET( victim->act, PLR_REGISTER ) )
bonus = 0;
else
bonus *= 2;
}
xp = xp * bonus;
/*
* 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%)
*/
if ( IS_NPC( victim ) )
{
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 );
if ( !IS_NPC( victim ) )
xp = UMIN( xp, 250 );
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt,
int wpn )
{
static char * const attack_table [ ] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suction", "chop"
};
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 ) { vp = "misses"; }
else
{
dam *= 100;
if ( victim->hit > 0 )
dam /= victim->hit;
if ( dam <= 1 ) { vp = "scratches"; }
else if ( dam <= 2 ) { vp = "grazes"; }
else if ( dam <= 4 ) { vp = "hits"; }
else if ( dam <= 6 ) { vp = "injures"; }
else if ( dam <= 8 ) { vp = "wounds"; }
else if ( dam <= 10 ) { vp = "mauls"; }
else if ( dam <= 20 ) { vp = "decimates"; }
else if ( dam <= 30 ) { vp = "devastates"; }
else if ( dam <= 40 ) { vp = "maims"; }
else if ( dam <= 50 ) { vp = "MUTILATES"; }
else if ( dam <= 60 ) { vp = "DISEMBOWELS"; }
else if ( dam <= 70 ) { vp = "EVISCERATES"; }
else if ( dam <= 80 ) { vp = "MASSACRES"; }
else if ( dam <= 90 ) { vp = "*** DEMOLISHES ***"; }
else { vp = "*** ANNIHILATES ***"; }
}
punct = ( dam <= 10 ) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if ( ch->race > MAX_RACE )
{
bug( "Dam_message: %d invalid race", ch->race );
ch->race = 0;
}
attack = race_table[ ch->race ].dmg_message;
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 $N%c", attack, vp, punct );
sprintf( buf4, "You %s %s yourself%c", attack, vp, punct );
sprintf( buf5, "$n's %s %s $m%c", attack, 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, wpn ) )
{
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 $m%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 $m%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 ( ( race_table[ ch->race ].size - race_table[ victim->race ].size )
< -2 )
return;
if ( !( obj = get_eq_char( victim, WEAR_WIELD ) ) )
if ( !( obj = get_eq_char( victim, WEAR_WIELD_2 ) ) )
return;
if ( IS_SET( obj->extra_flags, ITEM_NOREMOVE )
|| IS_SET( obj->extra_flags, ITEM_NODROP ) )
return;
if ( !get_eq_char( ch, WEAR_WIELD )
&& !get_eq_char( ch, WEAR_WIELD_2 )
&& 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 ( IS_AFFECTED( victim, AFF_FLYING )
|| IS_SET( race_table[ victim->race ].race_abilities, RACE_FLY ) )
return;
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 ) && !IS_NPC( victim ) )
{
send_to_char( "You cannot start a fight with a player!\r\n", ch );
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 );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_murder( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
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 ( IS_NPC( victim ) && !IS_AFFECTED( victim, AFF_CHARM )
&& !victim->master )
{
do_kill( ch, arg );
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 ( 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;
}
/*
* I'm only allowing backstabbing with the primary weapon...immortals
* who wield two weapons, with the first not being a dagger, will be
* unable to backstab or circle. Tough cookie. --- Thelonius
*/
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 ( IS_AWAKE( victim ) && 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, WEAR_WIELD );
return;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *rch;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_circle].skill_level[ch->class] )
{
send_to_char(
"You'd better leave the assassin trade to thieves.\r\n", ch );
return;
}
if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
return;
if ( !ch->fighting )
{
send_to_char( "You must be fighting in order to do that.\r\n", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
victim = ch->fighting;
else
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You spin around in a circle. Whee!\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( victim != ch->fighting )
{
send_to_char( "One fight at a time.\r\n", ch );
return;
}
if ( !victim->fighting )
{
act( "Why? $E isn't bothering anyone.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !is_same_group( ch, victim->fighting ) )
{
send_to_char( "Why call attention to yourself?\r\n", ch );
return;
}
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
if ( rch->fighting == ch )
break;
if ( rch )
{
send_to_char( "You're too busy right now.\r\n", ch );
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;
}
act( "You circle around behind $N...", ch, NULL, victim, TO_CHAR );
act( "$n circles around behind $N...", ch, NULL, victim, TO_NOTVICT );
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_circle].beats );
stop_fighting( victim, FALSE );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_circle] / 2 )
multi_hit( ch, victim, gsn_circle );
else
act( "You failed to get around $M", ch, NULL, victim, TO_CHAR );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
int attempt;
if ( !( victim = ch->fighting ) )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if ( is_affected( ch, gsn_berserk ) )
{
send_to_char( "You can't flee, you're BERSERK!\r\n", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_HOLD ) )
{
send_to_char( "You are stuck in a snare! You can't move!\r\n", ch );
act( "$n wants to flee, but is caught in a snare!",
ch, NULL, NULL, TO_ROOM );
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( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC( ch ) )
{
send_to_char( "You flee from combat! You lose 25 exps.\r\n", ch );
gain_exp( ch, -25 );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You failed! You lose 10 exps.\r\n", ch );
gain_exp( ch, -10 );
return;
}
void do_berserk( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_rescue].skill_level[ch->class] )
{
send_to_char( "You're not enough of a warrior to go Berserk.\r\n",
ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if ( is_affected( ch, gsn_berserk ) )
return;
send_to_char(
"Your weapon hits your foe and blood splatters all over!\r\n",
ch );
send_to_char( "The taste of blood begins to drive you crazy!\r\n",
ch );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_berserk] )
{
af.type = gsn_berserk;
af.duration = -1;
af.location = APPLY_HITROLL;
af.modifier = UMIN( ch->level / 4, 8 );
af.bitvector = 0;
affect_to_char( ch, &af );
af.location = APPLY_DAMROLL;
affect_to_char( ch, &af );
af.location = APPLY_AC;
af.modifier = ch->level;
affect_to_char( ch, &af );
send_to_char( "You have gone BERSERK!\r\n", ch );
act( "$n has gone BERSERK!", ch, NULL, NULL, TO_ROOM );
return;
}
send_to_char( "You shake off the madness.\r\n", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *fch;
char arg [ MAX_INPUT_LENGTH ];
int count;
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;
}
if ( is_affected( ch, gsn_berserk ) )
{
send_to_char( "You can't rescue anyone, you're BERSERK!\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 ( !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 );
count = 0;
for ( fch = victim->in_room->people; fch; fch = fch->next_in_room )
{
if ( !IS_NPC( fch )
|| fch->deleted )
continue;
if ( fch->fighting == victim )
{
if ( number_range( 0, count ) == 0 )
break;
count++;
}
}
if ( !fch
|| ( !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 $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
set_fighting( fch, ch );
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_kick].skill_level[ch->class] )
{
send_to_char(
"You'd better leave the martial arts to fighters.\r\n", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
CHAR_DATA * vch;
if ( is_affected( ch, gsn_berserk )
&& ( vch = get_char_room( ch, arg ) ) != victim )
{
send_to_char( "You can't! You're in a fight to the death!\r\n",
ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
damage( ch, victim, number_range( 1, ch->level ), gsn_kick,
WEAR_NONE );
else
damage( ch, victim, 0, gsn_kick, WEAR_NONE );
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int percent;
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_disarm].skill_level[ch->class] )
{
send_to_char( "You don't know how to disarm opponents.\r\n", ch );
return;
}
if ( !get_eq_char( ch, WEAR_WIELD )
&& !get_eq_char( ch, WEAR_WIELD_2 ) )
{
send_to_char( "You must wield a weapon to disarm.\r\n", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\r\n", ch );
return;
}
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim->fighting != ch && ch->fighting != victim )
{
act( "$E is not fighting you!", ch, NULL, victim, TO_CHAR );
return;
}
if ( !get_eq_char( victim, WEAR_WIELD )
&& !get_eq_char( victim, WEAR_WIELD_2 ) )
{
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 ( !get_eq_char( ch, WEAR_WIELD ) )
percent *= 2; /* 1/2 as likely with only 2nd weapon */
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, "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, "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 $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill( ch, victim );
return;
}
/* This code is for PC's who polymorph into dragons.
* Yeah I know this is specialized code, but this is fun. :)
* Breathe on friend and enemy alike.
* -Kahn
*/
void pc_breathe( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
int sn;
send_to_char( "You feel the urge to burp!\r\n", ch );
act( "$n belches!", ch, NULL, NULL, TO_ROOM );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
&& ( !registered( ch, victim )
|| ( !licensed( ch )
&& victim->race != race_lookup( "Vampire" ) ) ) )
continue;
sn = skill_lookup( "fire breath" );
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
}
return;
}
/* This code is for PC's who polymorph into harpies.
* Yeah I know this is specialized code, but this is fun. :)
* Scream into the ears of enemy and friend alike.
* -Kahn
*/
void pc_screech( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
int sn;
send_to_char( "You feel the urge to scream!\r\n", ch );
interpret( ch, "scream" );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
&& ( !registered( ch, victim )
|| ( !licensed( ch )
&& victim->race != race_lookup( "Vampire" ) ) ) )
continue;
act( "Your ears pop from $n's scream. Ouch!", ch, NULL, victim,
TO_VICT );
sn = skill_lookup( "agitation" );
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
}
return;
}
void pc_spit( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
int sn;
send_to_char( "You feel the urge to spit!\r\n", ch );
act( "$n spews vitriol!", ch, NULL, NULL, TO_ROOM );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
&& ( !registered( ch, victim )
|| ( !licensed( ch )
&& victim->race != race_lookup( "Vampire" ) ) ) )
continue;
act( "You are splattered with $n's vitriol. Ouch!", ch, NULL, victim,
TO_VICT );
sn = skill_lookup( "poison" );
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim );
damage( ch, victim, number_range( 1, ch->level ),
gsn_poison_weapon, WEAR_NONE );
}
return;
}
bool check_race_special( CHAR_DATA *ch )
{
if ( ch->race == race_lookup( "Dragon" ) )
{
if ( number_percent( ) < ch->level )
{
pc_breathe( ch );
return TRUE;
}
}
if ( ch->race == race_lookup( "Harpy" ) )
{
if ( number_percent( ) < ch->level )
{
pc_screech( ch );
return TRUE;
}
}
if ( ch->race == race_lookup( "Arachnid" )
|| ch->race == race_lookup( "Snake" ) )
{
if ( number_percent( ) < ch->level )
{
pc_spit( ch );
return TRUE;
}
}
return FALSE;
}
void do_fee( CHAR_DATA *ch, char *argument )
{
send_to_char(
"IF you wish to feed on someone or something, type FEED!\r\n",
ch );
return;
}
/* Vampiric bite. Feeding */
void do_feed( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
char arg [ MAX_INPUT_LENGTH ];
int dam;
int heal;
one_argument( argument, arg );
if ( arg[0] == '\0' && !ch->fighting )
{
send_to_char( "Feed on whom?\r\n", ch );
return;
}
if ( !( victim = ch->fighting ) )
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They are not here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot lunge for your own throat.\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
send_to_char( "You must have blooood!\r\n", ch );
act( "$n lunges for $N's throat!", ch, NULL, victim, TO_NOTVICT );
act( "$n lunges for your throat!", ch, NULL, victim, TO_VICT );
WAIT_STATE( ch, 12 );
if ( ch->race != race_lookup( "Vampire" ) )
{
send_to_char( "You missed!\r\n", ch );
if ( !ch->fighting )
set_fighting( ch, victim );
return;
}
if ( ch->fighting )
{
if ( number_percent() > ch->level )
{
send_to_char( "You missed!\r\n", ch );
return;
}
}
/* If the victim is asleep, he deserves to be bitten. :) */
if ( !ch->fighting )
{
if ( number_percent() > ( ch->level * 1.75 ) && IS_AWAKE( victim ) )
{
send_to_char( "You missed!\r\n", ch );
set_fighting( ch, victim );
return;
}
}
dam = dice( 3, ch->level );
damage( ch, victim, dam, gsn_vampiric_bite, WEAR_NONE );
/* Lets see if we can get some food from this attack */
if ( number_percent( ) < ( 34 - victim->level + ch->level ) )
{
/* If not hungry, thirsty or damaged, then continue */
if ( ch->pcdata->condition[COND_FULL ] > 40
&& ch->pcdata->condition[COND_THIRST] > 40
&& ( ch->hit * 100 / ch->max_hit > 75 ) )
{
return;
}
else
{
send_to_char( "Ahh! Blood! Food! Drink!\r\n", ch );
heal = number_range( 1, dam );
ch->hit = UMIN( ch->max_hit, ch->hit + heal );
/* Get full as per drinking blood */
gain_condition( ch, COND_FULL, heal * 2 );
/* Quench thirst as per drinking blood absolute value */
gain_condition( ch, COND_THIRST, heal );
}
}
/* Ok now we see if we can infect the victim */
if ( IS_NPC( victim ) )
return;
if ( victim->level < 11 || get_age( victim ) < 21 )
return;
if ( saves_spell( ch->level, victim )
|| number_bits( 1 ) == 0 )
return;
if ( ( obj = get_eq_char( victim, ITEM_HOLD ) ) )
{
if ( IS_OBJ_STAT( obj, ITEM_VAMPIRE_BANE )
&& ch->level < 21 )
return;
else
{
if ( IS_OBJ_STAT( obj, ITEM_HOLY ) )
{
if ( ch->level < 32 )
{
return;
}
else
{
if ( victim->level > ch->level )
return;
}
}
}
}
af.type = gsn_vampiric_bite;
af.duration = UMAX( 5, 30 - ch->level );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_VAMP_BITE;
affect_join( victim, &af );
send_to_char( "Ahh! Taste the power!\r\n", ch );
send_to_char( "Your blood begins to burn!\r\n", victim );
return;
}
void do_stake( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
char arg [ MAX_INPUT_LENGTH ];
bool found = FALSE;
int chance;
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Stake whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They are not here.\r\n", ch );
return;
}
if ( IS_NPC( victim ) )
{
send_to_char( "You may not stake NPC's.\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
/* Check here to see if they have a stake in hand */
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_STAKE
&& obj->wear_loc == WEAR_WIELD )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "You lack a primary wielded stake to stake.\r\n", ch );
act(
"$n screams and lunges at $N then realizes $e doesnt have a stake",
ch, NULL, victim, TO_ROOM );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
act( "$n screams and lunges at $N with $p.", ch, obj, victim, TO_NOTVICT );
act( "You scream and lunge at $N with $p.", ch, obj, victim, TO_CHAR );
act( "$n screams and lunges at you with $p.", ch, obj, victim, TO_VICT );
/* Calculate chances, give vampire the ghoul effect,
autokill the vampire. */
chance = ( IS_NPC( ch ) ? ch->level : ch->pcdata->learned[gsn_stake] );
chance = chance - victim->level + ch->level;
if ( number_percent( ) < chance
|| !IS_AWAKE( victim )
|| victim->race != race_lookup( "Vampire" ) )
{
if ( victim->race == race_lookup( "vampire" ) )
{
damage( ch, victim, victim->hit + 11, gsn_stake, WEAR_NONE );
af.type = gsn_stake;
af.duration = 10;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_GHOUL;
affect_join( victim, &af );
}
else
{
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
else
{
do_feed( victim, ch->name );
}
return;
}
bool licensed ( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ch->race == race_lookup( "Vampire" ) )
return TRUE;
if ( !IS_SET( ch->act, PLR_REGISTER ) )
return FALSE;
/*
* If already fighting then we just jump out.
*/
if ( ch->fighting )
return TRUE;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_LICENSE )
return TRUE;
}
return FALSE;
}
bool registered ( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( IS_SET( victim->act, PLR_REGISTER ) )
return TRUE;
if ( ch->race == race_lookup( "Vampire" ) )
return TRUE;
return FALSE;
}
/* Mobs using magical items by Spitfire from merc mailing list */
/* Modified to give every magical item an equal chance of being used plus
* eating pills -Kahn */
void use_magical_item( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *cobj = NULL;
int number = 0;
char buf[ MAX_INPUT_LENGTH ];
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( ( obj->item_type == ITEM_SCROLL
|| obj->item_type == ITEM_WAND
|| obj->item_type == ITEM_STAFF
|| obj->item_type == ITEM_PILL )
&& number_range( 0, number ) == 0 )
{
cobj = obj;
number++;
}
}
if ( !cobj )
return;
switch( cobj->item_type )
{
case ITEM_SCROLL: do_recite( ch, "scroll" );
break;
case ITEM_WAND: if ( cobj->wear_loc == WEAR_HOLD )
do_zap( ch, "" );
break;
case ITEM_STAFF: if ( cobj->wear_loc == WEAR_HOLD )
do_brandish( ch, "" );
break;
case ITEM_POTION: do_quaff( ch, "potion" );
break;
case ITEM_PILL: sprintf( buf, "%s", cobj->name );
do_eat( ch, buf );
break;
}
return;
}