/***************************************************************************
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#define MAX_DAMAGE_MESSAGE 32
/* command procedures needed */
DECLARE_DO_FUN(do_emote );
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 );
/*
* Local functions.
*/
void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_block 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 ) );
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, int members ) );
int hit_xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim,
int total_levels, int members, int dam ) );
int cast_xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim,
int total_levels, int members, int dam ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void make_pk_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void second_one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void chaos_kill args( ( CHAR_DATA *victim ) );
void pk_kill args( ( CHAR_DATA *victim ) );
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 ) );
void chaos_log args( ( CHAR_DATA *ch, char *argument ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
for ( ch = char_list; ch != NULL; ch = ch->next )
{
ch_next = ch->next;
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;
rprog_rfight_trigger( ch );
mprog_hitprcnt_trigger( ch, victim );
mprog_fightgroup_trigger( ch );
mprog_fight_trigger( ch, victim );
/*
* 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
&& !IS_SET(ch->act, PLR_KILLER))
{
do_emote(rch,"screams and attacks!");
multi_hit(rch,victim,TYPE_UNDEFINED);
continue;
}
/* PCs next */
if ((!IS_NPC(ch) && IS_NPC(victim))
|| (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) )
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->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 )
{
OBJ_DATA *second_wield;
int chance;
/* decrement the wait */
if (ch->desc == NULL)
ch->wait = UMAX(0,ch->wait - 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 );
if ( (second_wield = get_eq_char( ch, WEAR_SECOND_WIELD ) ) != NULL )
second_one_hit( ch, victim, dt);
if (ch->fighting != victim)
return;
if (IS_AFFECTED(ch,AFF_HASTE))
one_hit(ch,victim,dt);
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = get_skill(ch,gsn_second_attack);
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
check_improve(ch,gsn_second_attack,TRUE,5);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_third_attack)/2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
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);
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);
}
}
if (IS_AFFECTED(ch,AFF_HASTE) || IS_SET(ch->off_flags,OFF_FAST))
one_hit(ch,victim,dt);
if (ch->fighting != victim || dt == gsn_backstab)
return;
chance = get_skill(ch,gsn_second_attack);
if (number_percent() < chance)
{
one_hit(ch,victim,dt);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,gsn_third_attack)/2;
if (number_percent() < chance)
{
one_hit(ch,victim,dt);
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(0,7);
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;*/
}
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
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.
*/
wield = get_eq_char( ch, WEAR_WIELD );
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 );
thac0 -= GET_HITROLL(ch) * skill/100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));
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, NULL, 0, dt, dam_type );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && ( wield == NULL ) )
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
else
{
if (sn != -1)
check_improve(ch,sn,TRUE,5);
if ( wield != NULL )
{
dam = dice(wield->value[1],wield->value[2]) * skill/100;
if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 21/20;
}
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 += dam * diceroll/100;
}
}
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;
}
dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;
if ( dam <= 0 )
dam = 1;
damage( ch, victim, wield, dam, dt, dam_type );
if (wield != NULL && ch->fighting == victim)
{
if (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 $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
damage(ch,victim,NULL,dam,0,DAM_NEGATIVE);
ch->alignment = UMAX(-1000,ch->alignment - 1);
ch->hit += dam/2;
}
if (IS_WEAPON_STAT(wield,WEAPON_FLAMING))
{
dam = number_range(1,wield->level / 4 + 1);
act("$n is burned by $p.",victim,wield,NULL,TO_ROOM);
act("$p sears your flesh.",victim,wield,NULL,TO_CHAR);
damage(ch,victim,NULL,dam,0,DAM_FIRE);
}
if (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);
damage(ch,victim,NULL,dam,0,DAM_COLD);
}
}
tail_chain( );
return;
}
void second_one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
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.
*/
wield = get_eq_char( ch, WEAR_SECOND_WIELD );
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_second_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 );
thac0 -= GET_HITROLL(ch) * skill/100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));
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, NULL, 0, dt, dam_type );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && ( wield == NULL ) )
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
else
{
if (sn != -1)
check_improve(ch,sn,TRUE,5);
if ( wield != NULL )
{
dam = dice(wield->value[1],wield->value[2]) * skill/100;
if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 21/20;
}
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 += dam * diceroll/100;
}
}
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;
}
dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;
if ( dam <= 0 )
dam = 1;
damage( ch, victim, wield, dam, dt, dam_type );
if (wield != NULL && ch->fighting == victim)
{
if (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 $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
damage(ch,victim,NULL,dam,0,DAM_NEGATIVE);
ch->alignment = UMAX(-1000,ch->alignment - 1);
ch->hit += dam/2;
}
if (IS_WEAPON_STAT(wield,WEAPON_FLAMING))
{
dam = number_range(1,wield->level / 4 + 1);
act("$n is burned by $p.",victim,wield,NULL,TO_ROOM);
act("$p sears your flesh.",victim,wield,NULL,TO_CHAR);
damage(ch,victim,NULL,dam,0,DAM_FIRE);
}
if (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 $p surrounds you with ice.",
victim,wield,NULL,TO_CHAR);
damage(ch,victim,NULL,dam,0,DAM_COLD);
}
}
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
bool damage( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *weapon, int dam, int dt, int dam_type )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
bool immune;
extern bool chaos;
int chaos_points;
if ( victim->position == POS_DEAD )
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 && !IS_IMMORTAL(ch) && !IS_NPC(ch))
{
bug( "Damage: %s: more than 1000 points!", *ch->name );
dam = 0;
if (!IS_IMMORTAL(ch))
{
OBJ_DATA *obj;
obj = get_eq_char( ch, WEAR_WIELD );
send_to_char("You really shouldn't cheat.\n\r",ch);
extract_obj(obj);
}
}
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return FALSE;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return FALSE;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
}
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
{
affect_strip( ch, gsn_invis );
affect_strip( ch, gsn_mass_invis );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
act( "`K$n fades into existence.`w", 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;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if ( dt >= TYPE_HIT && ch != victim)
{
if ( check_block( ch, victim ) )
return FALSE;
if ( check_parry( ch, victim ) )
return FALSE;
if ( check_dodge( ch, victim ) )
return FALSE;
}
if ( weapon && dam > 0 )
oprog_hit_trigger(ch, victim, weapon);
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;
}
dam_message( ch, victim, dam, dt, immune );
if (dam == 0)
return FALSE;
/* Ok, give the ch xp for his hit and add to ch->exp_stack */
if (!IS_NPC(ch)) {
int xp = 0;
int members = 0;
int group_levels = 0;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
members++;
group_levels += gch->level;
}
}
xp = hit_xp_compute(ch, victim, group_levels, members, UMIN(dam, victim->hit + 20));
ch->exp_stack += xp;
gain_exp(ch, xp);
}
/*
* 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( "`R$n is mortally wounded, and will die soon, if not aided.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"`RYou are mortally wounded, and will die soon, if not aided.\n\r`w",
victim );
break;
case POS_INCAP:
act( "`R$n is incapacitated and will slowly die, if not aided.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"`RYou are incapacitated and will slowly die, if not aided.\n\r`w",
victim );
break;
case POS_STUNNED:
act( "`R$n is stunned, but will probably recover.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char("`RYou are stunned, but will probably recover.\n\r`w",
victim );
break;
case POS_DEAD:
rprog_death_trigger( victim );
mprog_death_trigger( victim );
act( "`R$n is DEAD!!`w", victim, 0, 0, TO_ROOM );
send_to_char( "`RYou have been KILLED!!\n\r\n\r`w", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "`RThat really did HURT`R!\n\r`w", victim );
if ( victim->hit < victim->max_hit / 4 )
send_to_char( "`RYou sure are BLEEDING`R!\n\r`w", 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 );
if ( !IS_IMMORTAL( ch ) ) {
free_string( victim->pcdata->nemesis );
victim->pcdata->nemesis = str_dup( IS_NPC(ch) ? ch->short_descr : ch->name );
}
/*
* Dying penalty:
* 1/2 way back to previous level.
*/
if ( !chaos && victim->exp > 0 && IS_NPC(ch) )
gain_exp( victim, -1*(victim->exp/2) );
}
if ( chaos )
{
chaos_points = 0;
if (ch->level < victim->level)
chaos_points = 2*(victim->level - ch->level);
chaos_points = chaos_points + victim->level;
ch->pcdata->chaos_score = chaos_points;
}
if (!IS_NPC(victim)) {
sprintf(buf, "%s has been slain by %s!", victim->name,
IS_NPC(ch) ? ch->short_descr : ch->name);
do_sendinfo(ch, buf);
}
if (chaos && !IS_NPC( victim ) )
chaos_kill( victim );
else if ( !( !IS_NPC( victim ) && !IS_NPC( ch ) ) )
raw_kill( victim );
else {
pk_kill( victim );
if (!IS_IMMORTAL( ch )) {
victim->pcdata->pk_deaths++;
ch->pcdata->pk_kills++;
}
}
/* 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, "" );
tail_chain( );
return TRUE;
}
bool new_damage( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *weapon, int dam, int dt, int dam_type, bool show )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
bool immune;
extern bool chaos;
int chaos_points;
if ( victim->position == POS_DEAD )
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 && !IS_IMMORTAL(ch) )
{
bug( "Damage: %d: more than 1000 points!", dam );
dam = 0;
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);
extract_obj(obj);
}
}
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( "`K$n fades into existence.`w", ch, NULL, NULL, TO_ROOM );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
dam /= 2;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) )
dam -= dam / 4;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if ( dt >= TYPE_HIT && ch != victim)
{
if ( check_block( ch, victim ) )
return FALSE;
if ( check_parry( ch, victim ) )
return FALSE;
if ( check_dodge( ch, victim ) )
return FALSE;
}
if ( weapon && dam > 0 )
oprog_hit_trigger(ch, victim, weapon);
switch(check_immune(victim,dam_type))
{
case(IS_IMMUNE):
immune = TRUE;
dam = 0;
break;
case(IS_RESISTANT):
dam -= dam/3;
break;
case(IS_VULNERABLE):
dam += dam/2;
break;
}
if (show)
dam_message( ch, victim, dam, dt, immune );
if (dam == 0)
return FALSE;
/* Ok, give the ch xp for his hit and add to ch->exp_stack */
if ((!IS_NPC(ch)) && (victim!=ch)) /* not NPCs, and no xp for hitting self */
{
int xp = 0;
int members = 0;
int group_levels = 0;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
members++;
group_levels += gch->level;
}
}
xp = hit_xp_compute(ch, victim, group_levels, members, UMIN(dam, victim->hit + 20));
ch->exp_stack += xp;
gain_exp(ch, xp);
}
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC(victim)
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "`R$n is mortally wounded, and will die soon, if not aided.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"`RYou are mortally wounded, and will die soon, if not aided.\n\r`w",
victim );
break;
case POS_INCAP:
act( "`R$n is incapacitated and will slowly die, if not aided.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"`RYou are incapacitated and will slowly die, if not aided.\n\r`w",
victim );
break;
case POS_STUNNED:
act( "`R$n is stunned, but will probably recover.`w",
victim, NULL, NULL, TO_ROOM );
send_to_char("`RYou are stunned, but will probably recover.\n\r`w",
victim );
break;
case POS_DEAD:
rprog_death_trigger( victim );
mprog_death_trigger( victim );
act( "`R$n is DEAD!!`w", victim, 0, 0, TO_ROOM );
send_to_char( "`RYou have been KILLED!!\n\r\n\r`w", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "`RThat really did HURT`R!\n\r`w", victim );
if ( victim->hit < victim->max_hit / 4 )
send_to_char( "`RYou sure are BLEEDING`R!\n\r`w", 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 );
if ( !IS_IMMORTAL( ch ) ) {
free_string(victim->pcdata->nemesis);
victim->pcdata->nemesis = str_dup( IS_NPC(ch) ? ch->short_descr : ch->name );
}
/*
* Dying penalty:
* 1/2 way back to previous level.
*/
if ( !chaos && victim->exp > 0 && IS_NPC(ch) )
gain_exp( victim, -1*(victim->exp/2) );
}
if ( chaos )
{
chaos_points = 0;
if (ch->level < victim->level)
chaos_points = 2*(victim->level - ch->level);
chaos_points = chaos_points + victim->level;
ch->pcdata->chaos_score = chaos_points;
}
if (!IS_NPC(victim)) {
sprintf(buf, "%s has been slain by %s!", victim->name,
IS_NPC(ch) ? ch->short_descr : ch->name);
do_sendinfo(ch, buf);
}
if (chaos && !IS_NPC( victim ) )
chaos_kill( victim );
else if ( !( !IS_NPC( victim ) && !IS_NPC( ch ) ) )
raw_kill( victim );
else {
pk_kill( victim );
if (!IS_IMMORTAL( ch )) {
victim->pcdata->pk_deaths++;
ch->pcdata->pk_kills++;
}
}
/* 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, "" );
tail_chain( );
return TRUE;
}
bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim )
{
/* no killing NPCs with ACT_NO_KILL */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_NO_KILL))
{
send_to_char("I don't think the gods would approve.\n\r",ch);
return TRUE;
}
/* no fighting in safe rooms */
if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
{
send_to_char("Not in this room.\n\r",ch);
return TRUE;
}
if (victim->fighting == ch)
return FALSE;
if (IS_NPC(ch))
{
/* charmed mobs and pets cannot attack players */
if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
|| IS_SET(ch->act,ACT_PET)))
return TRUE;
return FALSE;
}
else /* Not NPC */
{
if (IS_IMMORTAL(ch))
return FALSE;
/* no pets */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
{
act("But $N looks so cute and cuddly...",ch,NULL,victim,TO_CHAR);
return TRUE;
}
/* no charmed mobs unless char is the the owner */
if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
{
send_to_char("You don't own that monster.\n\r",ch);
return TRUE;
}
return FALSE;
}
}
bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
/* can't zap self (crash bug) */
if (ch == victim)
return TRUE;
/* immortals not hurt in area attacks */
if (IS_IMMORTAL(victim) && area)
return TRUE;
/* no killing NO_KILL mobiles */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_NO_KILL))
return TRUE;
/* no fighting in safe rooms */
if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
return TRUE;
if (victim->fighting == ch)
return FALSE;
if (IS_NPC(ch))
{
/* charmed mobs and pets cannot attack players */
if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
|| IS_SET(ch->act,ACT_PET)))
return TRUE;
/* area affects don't hit other mobiles */
if (IS_NPC(victim) && area)
return TRUE;
return FALSE;
}
else /* Not NPC */
{
if (IS_IMMORTAL(ch) && !area)
return FALSE;
/* no pets */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
return TRUE;
/* no charmed mobs unless char is the the owner */
if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
return TRUE;
/* no player killing */
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return TRUE;
}
}
/* cannot use spells if not in same group */
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
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];
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
victim = victim->master;
/*
* 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;
/*
* Charm-o-rama.
*/
if ( IS_SET(ch->affected_by, AFF_CHARM) )
{
if ( ch->master == NULL )
{
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;
}
stop_follower( ch );
return;
}
/*
* NPC's are cool of course (as long as not charmed).
* Hitting yourself is cool too (bleeding).
* So is being immortal (Alander's idea).
* And current killers stay as they are.
*/
if ( IS_NPC(ch)
|| ch == victim
|| ch->level >= LEVEL_IMMORTAL
|| IS_SET(ch->act, PLR_KILLER) )
return;
send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
SET_BIT(ch->act, PLR_KILLER);
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;
if ( IS_NPC(victim) )
{
chance = UMIN( 30, victim->level );
}
else
{
if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
return FALSE;
chance = victim->pcdata->learned[gsn_parry] / 2;
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "`BYou parry $n's attack.`w", ch, NULL, victim, TO_VICT );
act( "`B$N parries your attack.`w", ch, NULL, victim, TO_CHAR );
check_improve(victim,gsn_parry,TRUE,6);
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) )
chance = UMIN( 30, victim->level );
else
chance = victim->pcdata->learned[gsn_dodge] / 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "`BYou dodge $n's attack.`w", ch, NULL, victim, TO_VICT );
act( "`B$N dodges your attack.`w", ch, NULL, victim, TO_CHAR );
check_improve(victim,gsn_dodge,TRUE,6);
return TRUE;
}
bool check_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chancea;
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( get_eq_char( victim, WEAR_SHIELD ) == NULL )
return FALSE;
if ( IS_NPC(victim) )
{
chance = UMIN( 30, victim->level );
}
else
{
chance = victim->pcdata->learned[gsn_shield_block] / 4;
}
/* Must get a successful check before a block can be attempted */
if ( !IS_NPC(victim) )
{
if ( number_percent( ) > victim->pcdata->learned[gsn_shield_block])
return FALSE;
}
chancea = 0;
if (!can_see(victim,ch))
chance -= 25;
if (!can_see(ch,victim))
chancea -= 25;
chance += get_curr_stat(victim,STAT_DEX)/4;
chancea += (get_curr_stat(ch,STAT_DEX)/4) + ((ch->level)/2)+(get_curr_stat(ch,STAT_WIS)/3);
/* A high chance is good. A low chance means a failed parry */
if ( number_percent( ) >= chance + ((victim->level)/2) - chancea )
return FALSE;
act( "`BYou block $n's attack.`w", ch, NULL, victim, TO_VICT );
act( "`B$N blocks your attack.`w", ch, NULL, victim, TO_CHAR );
if ( ((victim->level) - 5)>(ch->level) )
return TRUE;
check_improve(victim,gsn_shield_block,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) ? ch->default_pos : POS_STANDING;
if (fch->exp_stack > 0) {
char buf [MAX_STRING_LENGTH];
sprintf(buf, "`WYou receive %ld experience points.\n\r`w", fch->exp_stack);
send_to_char(buf, fch);
fch->exp_stack = 0;
}
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 ), corpse );
ch->gold = 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_SET(ch->act,PLR_THIEF) )
corpse->owner = str_dup(ch->name);
else
corpse->owner = NULL;
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 )
{
obj_next = obj->next_content;
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))
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj( obj );
else
obj_to_obj( obj, corpse );
}
#ifdef USE_MORGUE
if(IS_NPC(ch))
obj_to_room( corpse, ch->in_room );
else
obj_to_room(corpse, get_room_index(ROOM_VNUM_MORGUE));
return;
#else
obj_to_room( corpse, ch->in_room );
#endif
return;
}
void make_pk_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 3, 10 );
REMOVE_BIT(ch->act,PLR_CANLOOT);
if (!IS_SET(ch->act,PLR_THIEF))
corpse->owner = str_dup(ch->name);
else
corpse->owner = NULL;
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 );
if (IS_SET(ch->act,PLR_THIEF))
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
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))
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj( obj );
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 )
{
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
vnum = 0;
msg = "`YYou hear $n's death cry.`w";
switch ( number_bits(4))
{
case 0: msg = "$n hits the ground ... DEAD."; break;
case 1:
if (ch->material == 0)
{
msg = "`R$n splatters blood on your armor.`w";
break;
}
case 2:
if (IS_SET(ch->parts,PART_GUTS))
{
msg = "`R$n spills $s guts all over the floor.`w";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET(ch->parts,PART_HEAD))
{
msg = "`R$n's severed head plops on the ground.`w";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET(ch->parts,PART_HEART))
{
msg = "`R$n's heart is torn from $s chest.`w";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET(ch->parts,PART_ARMS))
{
msg = "`R$n's arm is sliced from $s dead body.`w";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET(ch->parts,PART_LEGS))
{
msg = "`R$n's leg is sliced from $s dead body.`w";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET(ch->parts,PART_BRAINS))
{
msg = "`R$n's head is shattered, and $s brains splash all over you.`w";
vnum = OBJ_VNUM_BRAINS;
}
}
act( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (obj->item_type == ITEM_FOOD)
{
if (IS_SET(ch->form,FORM_POISON))
obj->value[3] = 1;
else if (!IS_SET(ch->form,FORM_EDIBLE))
obj->item_type = ITEM_TRASH;
}
obj_to_room( obj, ch->in_room );
}
if ( IS_NPC(ch) )
msg = "`RYou hear something's death cry.`w";
else
msg = "`RYou hear someone's death cry.`w";
was_in_room = ch->in_room;
for ( door = 0; door <= 5; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& pexit->u1.to_room != was_in_room )
{
ch->in_room = pexit->u1.to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void chaos_kill( CHAR_DATA *victim)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
DESCRIPTOR_DATA *d;
stop_fighting( victim, TRUE );
for ( obj = victim->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
obj_to_room( obj, victim->in_room );
}
act( "`B$n's corpse is sucked into the ground!!`w", victim, 0, 0, TO_ROOM );
if ( !IS_NPC(victim) )
{
sprintf(buf, "was slain with %d chaos points.", victim->pcdata->chaos_score);
chaos_log( victim, buf);
}
d = victim->desc;
extract_char( victim, TRUE );
if ( d )
{
#if defined(cbuilder)
if (d->character)
RemoveUser(d->character);
#endif
close_socket( d );
}
return;
}
void raw_kill( CHAR_DATA *victim )
{
int i;
make_corpse( victim );
stop_fighting( victim, TRUE );
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 = 0;
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 );
/* RT added to prevent infinite deaths */
REMOVE_BIT(victim->act, PLR_THIEF);
REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
/* save_char_obj( victim ); */
/* Add back race affects */
victim->affected_by = victim->affected_by|race_table[victim->race].aff;
return;
}
void pk_kill( CHAR_DATA *victim )
{
int i;
make_pk_corpse( victim );
stop_fighting( victim, TRUE );
pk_extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
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 );
/* RT added to prevent infinite deaths */
REMOVE_BIT(victim->act, PLR_THIEF);
REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
/* save_char_obj( victim ); */
/* Add back race affects */
victim->affected_by = victim->affected_by|race_table[victim->race].aff;
reset_char(victim); /* players reported weird stats after pkills sometimes. -Kyle */
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp = 0;
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 ( !IS_NPC(victim) || 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 += gch->level;
}
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
group_levels = ch->level ;
}
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;
if ( gch->exp_stack < 1 ) xp = xp_compute( gch, victim, group_levels, members );
if (gch->exp_stack > 0)
sprintf( buf, "`WYou receive %ld experience points.\n\r`w", gch->exp_stack );
else
sprintf( buf, "`WYou receive %d experience points.\n\r`w", xp);
if ( gch->level < LEVEL_HERO && (gch->exp + xp) >=
exp_per_level(gch,gch->pcdata->points) &&
gch->exp < exp_per_level(gch,gch->pcdata->points))
strcat( buf, "`WYou're ready to `CLevel`w!\n\r");
send_to_char( buf, gch );
if ( gch->exp_stack < 1 ) gain_exp( gch, xp );
gch->exp_stack = 0;
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( "`WYou are zapped by $p.`w", ch, obj, NULL, TO_CHAR );
act( "`W$n is zapped by $p.`w", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
oprog_zap_trigger( ch, obj );
}
}
}
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 members )
{
int xp,base_exp=0;
int align;
int change;
/* compute the base exp */
switch (victim->level)
{
case 0 : base_exp = 50; break;
case 1 : base_exp = 100; break;
case 2 : base_exp = 200; break;
case 3 : base_exp = 250; break;
case 4 : base_exp = 350; break;
case 5 : base_exp = 550; break;
case 6 : base_exp = 1000; break;
case 7 : base_exp = 3000; break;
case 8 : base_exp = 5000; break;
case 9 : base_exp = 7500; break;
case 10 : base_exp = 10000; break;
case 11 : base_exp = 15000; break;
case 12 : base_exp = 23000; break;
case 13 : base_exp = 35000; break;
case 14 : base_exp = 50000; break;
case 15 : base_exp = 65000; break;
case 16 : base_exp = 80000; break;
case 17 : base_exp = 95000; break;
case 18 : base_exp = 110000; break;
case 19 : base_exp = 135000; break;
case 20 : base_exp = 150000; break;
case 21 : base_exp = 165000; break;
case 22 : base_exp = 180000; break;
case 23 : base_exp = 200000; break;
case 24 : base_exp = 220000; break;
case 25 : base_exp = 240000; break;
case 26 : base_exp = 260000; break;
case 27 : base_exp = 280000; break;
case 28 : base_exp = 300000; break;
case 29 : base_exp = 320000; break;
case 30 : base_exp = 340000; break;
case 31 : base_exp = 360000; break;
case 32 : base_exp = 380000; break;
case 33 : base_exp = 400000; break;
case 34 : base_exp = 420000; break;
case 35 : base_exp = 440000; break;
case 36 : base_exp = 460000; break;
case 37 : base_exp = 480000; break;
case 38 : base_exp = 500000; break;
case 39 : base_exp = 520000; break;
case 40 : base_exp = 540000; break;
case 41 : base_exp = 560000; break;
case 42 : base_exp = 580000; break;
case 43 : base_exp = 600000; break;
case 44 : base_exp = 620000; break;
case 45 : base_exp = 640000; break;
case 46 : base_exp = 660000; break;
case 47 : base_exp = 680000; break;
case 48 : base_exp = 700000; break;
case 49 : base_exp = 720000; break;
case 50 : base_exp = 740000; break;
case 51 : base_exp = 760000; break;
case 52 : base_exp = 780000; break;
case 53 : base_exp = 800000; break;
case 54 : base_exp = 820000; break;
case 55 : base_exp = 840000; break;
case 56 : base_exp = 860000; break;
case 57 : base_exp = 880000; break;
case 58 : base_exp = 900000; break;
case 59 : base_exp = 920000; break;
case 60 : base_exp = 940000; break;
case 61 : base_exp = 960000; break;
case 62 : base_exp = 1000000; break;
case 63 : base_exp = 1100000; break;
case 64 : base_exp = 1200000; break;
case 65 : base_exp = 1300000; break;
case 66 : base_exp = 1400000; break;
case 67 : base_exp = 1500000; break;
case 68 : base_exp = 1600000; break;
case 69 : base_exp = 1700000; break;
case 70 : base_exp = 1800000; break;
case 71 : base_exp = 1900000; break;
case 72 : base_exp = 2000000; break;
case 73 : base_exp = 2100000; break;
case 74 : base_exp = 2200000; break;
case 75 : base_exp = 2300000; break;
case 76 : base_exp = 2400000; break;
case 77 : base_exp = 2500000; break;
case 78 : base_exp = 2600000; break;
case 79 : base_exp = 2700000; break;
case 80 : base_exp = 2800000; break;
case 81 : base_exp = 2900000; break;
case 82 : base_exp = 3000000; break;
case 83 : base_exp = 3100000; break;
case 84 : base_exp = 3200000; break;
case 85 : base_exp = 3300000; break;
case 86 : base_exp = 3400000; break;
case 87 : base_exp = 3500000; break;
case 88 : base_exp = 3600000; break;
case 89 : base_exp = 3700000; break;
case 90 : base_exp = 3800000; break;
case 91 : base_exp = 4000000; break;
case 92 : base_exp = 4500000; break;
case 93 : base_exp = 5000000; break;
case 94 : base_exp = 5500000; break;
case 95 : base_exp = 6000000; break;
case 96 : base_exp = 6500000; break;
case 97 : base_exp = 7000000; break;
case 98 : base_exp = 7500000; break;
case 99 : base_exp = 8000000; break;
case 100 : base_exp = 10000000; break;
}
/* do alignment computations */
align = victim->alignment - gch->alignment;
if (IS_SET(victim->act,ACT_NOALIGN))
{
/* no change */
}
else if (align > 500) /* monster is more good than slayer */
{
change = (align - 500) * (gch->level/total_levels+(1/members))/2;
change = UMAX(1,change);
gch->alignment = UMAX(-1000,gch->alignment - change);
}
else if (align < -500) /* monster is more evil than slayer */
{
change = ( -1 * align - 500) * (gch->level/total_levels+(1/members))/2;
change = UMAX(1,change);
gch->alignment = UMIN(1000,gch->alignment + change);
}
else /* improve this someday */
{
change = gch->alignment * (gch->level/total_levels+(1/members))/2;
gch->alignment -= change;
}
/* calculate exp multiplier */
xp = base_exp;
if (IS_SET(victim->act,ACT_NOALIGN))
{
/* no change */
}
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 > 250)
xp = base_exp * 3/4;
else if (victim->alignment > 750)
xp = base_exp / 4;
else if (victim->alignment > 500)
xp = base_exp / 2;
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 * 1/2;
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 * 1/2;
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 * 1/2;
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 * 1/2;
else
xp = base_exp;
}
/* randomize the rewards */
xp = number_range (xp * 9/10, xp * 11/10);
/* adjust for grouping */
if (members > 1 ) xp = (gch->level * (xp / total_levels));
if (xp > (exp_per_level(gch, gch->pcdata->points)/2) )
xp = (exp_per_level(gch,gch->pcdata->points)/2);
xp = xp * 1/10; /* This function only runs if you didn't hit the mob
so you don't gain much experience. But hey, it's
better than nothing. */
return xp;
}
int hit_xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels, int members, int dam )
{
int xp,base_exp=0;
int align;
int change;
/* compute the base exp */
switch (victim->level)
{
case 0 : base_exp = 50; break;
case 1 : base_exp = 100; break;
case 2 : base_exp = 200; break;
case 3 : base_exp = 250; break;
case 4 : base_exp = 350; break;
case 5 : base_exp = 550; break;
case 6 : base_exp = 1000; break;
case 7 : base_exp = 3000; break;
case 8 : base_exp = 5000; break;
case 9 : base_exp = 7500; break;
case 10 : base_exp = 10000; break;
case 11 : base_exp = 15000; break;
case 12 : base_exp = 23000; break;
case 13 : base_exp = 35000; break;
case 14 : base_exp = 50000; break;
case 15 : base_exp = 65000; break;
case 16 : base_exp = 80000; break;
case 17 : base_exp = 95000; break;
case 18 : base_exp = 110000; break;
case 19 : base_exp = 135000; break;
case 20 : base_exp = 150000; break;
case 21 : base_exp = 165000; break;
case 22 : base_exp = 180000; break;
case 23 : base_exp = 200000; break;
case 24 : base_exp = 220000; break;
case 25 : base_exp = 240000; break;
case 26 : base_exp = 260000; break;
case 27 : base_exp = 280000; break;
case 28 : base_exp = 300000; break;
case 29 : base_exp = 320000; break;
case 30 : base_exp = 340000; break;
case 31 : base_exp = 360000; break;
case 32 : base_exp = 380000; break;
case 33 : base_exp = 400000; break;
case 34 : base_exp = 420000; break;
case 35 : base_exp = 440000; break;
case 36 : base_exp = 460000; break;
case 37 : base_exp = 480000; break;
case 38 : base_exp = 500000; break;
case 39 : base_exp = 520000; break;
case 40 : base_exp = 540000; break;
case 41 : base_exp = 560000; break;
case 42 : base_exp = 580000; break;
case 43 : base_exp = 600000; break;
case 44 : base_exp = 620000; break;
case 45 : base_exp = 640000; break;
case 46 : base_exp = 660000; break;
case 47 : base_exp = 680000; break;
case 48 : base_exp = 700000; break;
case 49 : base_exp = 720000; break;
case 50 : base_exp = 740000; break;
case 51 : base_exp = 760000; break;
case 52 : base_exp = 780000; break;
case 53 : base_exp = 800000; break;
case 54 : base_exp = 820000; break;
case 55 : base_exp = 840000; break;
case 56 : base_exp = 860000; break;
case 57 : base_exp = 880000; break;
case 58 : base_exp = 900000; break;
case 59 : base_exp = 920000; break;
case 60 : base_exp = 940000; break;
case 61 : base_exp = 960000; break;
case 62 : base_exp = 1000000; break;
case 63 : base_exp = 1100000; break;
case 64 : base_exp = 1200000; break;
case 65 : base_exp = 1300000; break;
case 66 : base_exp = 1400000; break;
case 67 : base_exp = 1500000; break;
case 68 : base_exp = 1600000; break;
case 69 : base_exp = 1700000; break;
case 70 : base_exp = 1800000; break;
case 71 : base_exp = 1900000; break;
case 72 : base_exp = 2000000; break;
case 73 : base_exp = 2100000; break;
case 74 : base_exp = 2200000; break;
case 75 : base_exp = 2300000; break;
case 76 : base_exp = 2400000; break;
case 77 : base_exp = 2500000; break;
case 78 : base_exp = 2600000; break;
case 79 : base_exp = 2700000; break;
case 80 : base_exp = 2800000; break;
case 81 : base_exp = 2900000; break;
case 82 : base_exp = 3000000; break;
case 83 : base_exp = 3100000; break;
case 84 : base_exp = 3200000; break;
case 85 : base_exp = 3300000; break;
case 86 : base_exp = 3400000; break;
case 87 : base_exp = 3500000; break;
case 88 : base_exp = 3600000; break;
case 89 : base_exp = 3700000; break;
case 90 : base_exp = 3800000; break;
case 91 : base_exp = 4000000; break;
case 92 : base_exp = 4500000; break;
case 93 : base_exp = 5000000; break;
case 94 : base_exp = 5500000; break;
case 95 : base_exp = 6000000; break;
case 96 : base_exp = 6500000; break;
case 97 : base_exp = 7000000; break;
case 98 : base_exp = 7500000; break;
case 99 : base_exp = 8000000; break;
case 100 : base_exp = 10000000; break;
}
/* do alignment computations */
align = victim->alignment - gch->alignment;
if (IS_SET(victim->act,ACT_NOALIGN))
{
/* no change */
}
else if (align > 500) /* monster is more good than slayer */
{
change = (align - 500) * (gch->level/total_levels+(1/members))/2;
change = UMAX(1,change);
gch->alignment = UMAX(-1000,gch->alignment - change);
}
else if (align < -500) /* monster is more evil than slayer */
{
change = ( -1 * align - 500) * (gch->level/total_levels+(1/members))/2;
change = UMAX(1,change);
gch->alignment = UMIN(1000,gch->alignment + change);
}
else /* improve this someday */
{
change = gch->alignment * (gch->level/total_levels+(1/members))/2;
gch->alignment -= change;
}
/* calculate exp multiplier */
xp = base_exp;
if (IS_SET(victim->act,ACT_NOALIGN) || victim == gch )
{
/* no change */
}
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 > 250)
xp = base_exp * 3/4;
else if (victim->alignment > 750)
xp = base_exp / 4;
else if (victim->alignment > 500)
xp = base_exp / 2;
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 * 1/2;
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 * 1/2;
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 * 1/2;
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 * 1/2;
else
xp = base_exp;
}
/* randomize the rewards */
xp = number_range (xp * 9/10, xp * 11/10);
/* adjust for grouping */
xp = ( xp * dam/victim->max_hit );
if (members > 1 ) xp = (int) (xp * 1.15);
return xp;
}
int cast_xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels, int members, int dam )
{
int xp,base_exp=0;
/* compute the base exp */
switch (victim->level)
{
case 0 : base_exp = 50; break;
case 1 : base_exp = 100; break;
case 2 : base_exp = 200; break;
case 3 : base_exp = 250; break;
case 4 : base_exp = 350; break;
case 5 : base_exp = 550; break;
case 6 : base_exp = 1000; break;
case 7 : base_exp = 3000; break;
case 8 : base_exp = 5000; break;
case 9 : base_exp = 7500; break;
case 10 : base_exp = 10000; break;
case 11 : base_exp = 15000; break;
case 12 : base_exp = 23000; break;
case 13 : base_exp = 35000; break;
case 14 : base_exp = 50000; break;
case 15 : base_exp = 65000; break;
case 16 : base_exp = 80000; break;
case 17 : base_exp = 95000; break;
case 18 : base_exp = 110000; break;
case 19 : base_exp = 135000; break;
case 20 : base_exp = 150000; break;
case 21 : base_exp = 165000; break;
case 22 : base_exp = 180000; break;
case 23 : base_exp = 200000; break;
case 24 : base_exp = 220000; break;
case 25 : base_exp = 240000; break;
case 26 : base_exp = 260000; break;
case 27 : base_exp = 280000; break;
case 28 : base_exp = 300000; break;
case 29 : base_exp = 320000; break;
case 30 : base_exp = 340000; break;
case 31 : base_exp = 360000; break;
case 32 : base_exp = 380000; break;
case 33 : base_exp = 400000; break;
case 34 : base_exp = 420000; break;
case 35 : base_exp = 440000; break;
case 36 : base_exp = 460000; break;
case 37 : base_exp = 480000; break;
case 38 : base_exp = 500000; break;
case 39 : base_exp = 520000; break;
case 40 : base_exp = 540000; break;
case 41 : base_exp = 560000; break;
case 42 : base_exp = 580000; break;
case 43 : base_exp = 600000; break;
case 44 : base_exp = 620000; break;
case 45 : base_exp = 640000; break;
case 46 : base_exp = 660000; break;
case 47 : base_exp = 680000; break;
case 48 : base_exp = 700000; break;
case 49 : base_exp = 720000; break;
case 50 : base_exp = 740000; break;
case 51 : base_exp = 760000; break;
case 52 : base_exp = 780000; break;
case 53 : base_exp = 800000; break;
case 54 : base_exp = 820000; break;
case 55 : base_exp = 840000; break;
case 56 : base_exp = 860000; break;
case 57 : base_exp = 880000; break;
case 58 : base_exp = 900000; break;
case 59 : base_exp = 920000; break;
case 60 : base_exp = 940000; break;
case 61 : base_exp = 960000; break;
case 62 : base_exp = 1000000; break;
case 63 : base_exp = 1100000; break;
case 64 : base_exp = 1200000; break;
case 65 : base_exp = 1300000; break;
case 66 : base_exp = 1400000; break;
case 67 : base_exp = 1500000; break;
case 68 : base_exp = 1600000; break;
case 69 : base_exp = 1700000; break;
case 70 : base_exp = 1800000; break;
case 71 : base_exp = 1900000; break;
case 72 : base_exp = 2000000; break;
case 73 : base_exp = 2100000; break;
case 74 : base_exp = 2200000; break;
case 75 : base_exp = 2300000; break;
case 76 : base_exp = 2400000; break;
case 77 : base_exp = 2500000; break;
case 78 : base_exp = 2600000; break;
case 79 : base_exp = 2700000; break;
case 80 : base_exp = 2800000; break;
case 81 : base_exp = 2900000; break;
case 82 : base_exp = 3000000; break;
case 83 : base_exp = 3100000; break;
case 84 : base_exp = 3200000; break;
case 85 : base_exp = 3300000; break;
case 86 : base_exp = 3400000; break;
case 87 : base_exp = 3500000; break;
case 88 : base_exp = 3600000; break;
case 89 : base_exp = 3700000; break;
case 90 : base_exp = 3800000; break;
case 91 : base_exp = 4000000; break;
case 92 : base_exp = 4500000; break;
case 93 : base_exp = 5000000; break;
case 94 : base_exp = 5500000; break;
case 95 : base_exp = 6000000; break;
case 96 : base_exp = 6500000; break;
case 97 : base_exp = 7000000; break;
case 98 : base_exp = 7500000; break;
case 99 : base_exp = 8000000; break;
case 100 : base_exp = 10000000; break;
}
/* calculate exp multiplier */
xp = base_exp;
/* randomize the rewards */
xp = number_range (xp * 9/10, xp * 11/10);
/* adjust for grouping */
xp = ( xp * dam/victim->max_hit );
if (members > 1 ) xp = (int) (xp * 1.15);
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;
int damp;
#ifdef DAMAGE_BY_AMOUNT
damp = dam * 2;
#else
damp = ( dam * 100 / victim->max_hit );
#endif
if ( dam == 0 ) { vs = CFG_DAM0; vp = CFG_DAM0S; }
else if ( damp <= 2 ) { vs = CFG_DAM2; vp = CFG_DAM2S; }
else if ( damp <= 4 ) { vs = CFG_DAM4; vp = CFG_DAM4S; }
else if ( damp <= 6 ) { vs = CFG_DAM6; vp = CFG_DAM6S; }
else if ( damp <= 8 ) { vs = CFG_DAM8; vp = CFG_DAM8S; }
else if ( damp <= 10 ) { vs = CFG_DAM10; vp = CFG_DAM10S; }
else if ( damp <= 12 ) { vs = CFG_DAM12; vp = CFG_DAM12S; }
else if ( damp <= 14 ) { vs = CFG_DAM14; vp = CFG_DAM14S; }
else if ( damp <= 16 ) { vs = CFG_DAM16; vp = CFG_DAM16S; }
else if ( damp <= 18 ) { vs = CFG_DAM18; vp = CFG_DAM18S; }
else if ( damp <= 20 ) { vs = CFG_DAM20; vp = CFG_DAM20S; }
else if ( damp <= 22 ) { vs = CFG_DAM22; vp = CFG_DAM22S; }
else if ( damp <= 24 ) { vs = CFG_DAM24; vp = CFG_DAM24S; }
else if ( damp <= 26 ) { vs = CFG_DAM26; vp = CFG_DAM26S; }
else if ( damp <= 28 ) { vs = CFG_DAM28; vp = CFG_DAM28S; }
else if ( damp <= 30 ) { vs = CFG_DAM30; vp = CFG_DAM30S; }
else if ( damp <= 37 ) { vs = CFG_DAM37; vp = CFG_DAM37S; }
else if ( damp <= 50 ) { vs = CFG_DAM50; vp = CFG_DAM50S; }
else if ( damp <= 63 ) { vs = CFG_DAM63; vp = CFG_DAM63S; }
else if ( damp <= 75 ) { vs = CFG_DAM75; vp = CFG_DAM75S; }
else if ( damp <= 83 ) { vs = CFG_DAM83; vp = CFG_DAM83S; }
else if ( damp <= 93 ) { vs = CFG_DAM93; vp = CFG_DAM93S; }
else { vs = CFG_DAM_HUGE; vp = CFG_DAM_HUGES; }
punct = (damp <= 24) ? '.' : '!';
#ifdef SHOW_DAMAGE_TO_CHARS
if ( dt == TYPE_HIT )
{
if (dam > 0)
if (ch == victim)
{
sprintf( buf1, "`w$n `R%s`Y $melf%c",vp,punct);
sprintf( buf2, "`wYou `R%s`Y yourself%c",vs,punct);
}
else
{
sprintf( buf1, "`w$n `R%s`w $N%c[%d]", vp, punct, dam );
sprintf( buf2, "`wYou `R%s`w $N%c[%d]", vs, punct, dam );
sprintf( buf3, "`w$n `R%s`w you%c[%d]", vp, punct, dam );
}
else if (ch == victim)
{
sprintf( buf1, "`B$n %s $melf%c`w",vp,punct);
sprintf( buf2, "`BYou %s yourself%c`w",vs,punct);
}
else
{
sprintf( buf1, "`B$n %s $N%c`w[%d]", vp, punct, dam );
sprintf( buf2, "`BYou %s $N%c`w[%d]", vs, punct, dam );
sprintf( buf3, "`B$n %s you%c`w[%d]", vp, punct, dam );
}
}
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].name;
else
{
bug( "Dam_message: bad dt %d.", dt );
logf_string("BUG: ^^ ch: %s victim: %s ", ch->name, victim->name);
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"`B$n is unaffected by $s own %s.`w",attack);
sprintf(buf2,"`BLuckily, you are immune to that.`w");
}
else
{
sprintf(buf1,"`B$N is unaffected by $n's %s!`w",attack);
sprintf(buf2,"`B$N is unaffected by your %s!`w",attack);
sprintf(buf3,"`B$n's %s is powerless against you.`w",attack);
}
}
else
{
if (dam > 0)
if (ch == victim)
{
sprintf( buf1, "`w$n's %s `R%s`w $m%c",attack,vp,punct);
sprintf( buf2, "`wYour %s `R%s`w you%c",attack,vp,punct);
}
else
{
sprintf( buf1, "`w$n's %s `R%s`w $N%c[%d]", attack, vp, punct, dam );
sprintf( buf2, "`wYour %s `R%s`w $N%c[%d]", attack, vp, punct, dam );
sprintf( buf3, "`w$n's %s `R%s`w you%c[%d]", attack, vp, punct, dam );
}
else if (ch == victim)
{
sprintf( buf1, "`B$n's %s %s $m%c`w",attack,vp,punct);
sprintf( buf2, "`BYour %s %s you%c`w",attack,vp,punct);
}
else
{
sprintf( buf1, "`B$n's %s %s $N%c`w[%d]", attack, vp, punct, dam );
sprintf( buf2, "`BYour %s %s $N%c`w[%d]", attack, vp, punct, dam );
sprintf( buf3, "`B$n's %s %s you%c`w[%d]", attack, vp, punct, dam );
}
}
}
#else
if ( dt == TYPE_HIT )
{
if (dam > 0)
if (ch == victim)
{
sprintf( buf1, "`w$n `R%s`Y $melf%c",vp,punct);
sprintf( buf2, "`wYou `R%s`Y yourself%c",vs,punct);
}
else
{
sprintf( buf1, "`w$n `R%s`w $N%c", vp, punct );
sprintf( buf2, "`wYou `R%s`w $N%c", vs, punct );
sprintf( buf3, "`w$n `R%s`w you%c", vp, punct );
}
else if (ch == victim)
{
sprintf( buf1, "`B$n %s $melf%c`w",vp,punct);
sprintf( buf2, "`BYou %s yourself%c`w",vs,punct);
}
else
{
sprintf( buf1, "`B$n %s $N%c`w", vp, punct );
sprintf( buf2, "`BYou %s $N%c`w", vs, punct );
sprintf( buf3, "`B$n %s you%c`w", 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].name;
else
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"`B$n is unaffected by $s own %s.`w",attack);
sprintf(buf2,"`BLuckily, you are immune to that.`w");
}
else
{
sprintf(buf1,"`B$N is unaffected by $n's %s!`w",attack);
sprintf(buf2,"`B$N is unaffected by your %s!`w",attack);
sprintf(buf3,"`B$n's %s is powerless against you.`w",attack);
}
}
else
{
if (dam > 0)
if (ch == victim)
{
sprintf( buf1, "`w$n's %s `R%s`w $m%c",attack,vp,punct);
sprintf( buf2, "`wYour %s `R%s`w you%c",attack,vp,punct);
}
else
{
sprintf( buf1, "`w$n's %s `R%s`w $N%c", attack, vp, punct );
sprintf( buf2, "`wYour %s `R%s`w $N%c", attack, vp, punct );
sprintf( buf3, "`w$n's %s `R%s`w you%c", attack, vp, punct );
}
else if (ch == victim)
{
sprintf( buf1, "`B$n's %s %s $m%c`w",attack,vp,punct);
sprintf( buf2, "`BYour %s %s you%c`w",attack,vp,punct);
}
else
{
sprintf( buf1, "`B$n's %s %s $N%c`w", attack, vp, punct );
sprintf( buf2, "`BYour %s %s $N%c`w", attack, vp, punct );
sprintf( buf3, "`B$n's %s %s you%c`w", attack, vp, punct );
}
}
}
#endif
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("`W$S weapon won't budge!`w",ch,NULL,victim,TO_CHAR);
act("`W$n tries to disarm you, but your weapon won't budge!`w",
ch,NULL,victim,TO_VICT);
act("`W$n tries to disarm $N, but fails.`w",ch,NULL,victim,TO_NOTVICT);
return;
}
act( "`W$n disarms you and sends your weapon flying!`w",
ch, NULL, victim, TO_VICT );
act( "`WYou disarm $N!`w", ch, NULL, victim, TO_CHAR );
act( "`W$n disarms $N!`w", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) )
obj_to_char( obj, victim );
else
{
obj_to_room( obj, victim->in_room );
if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
get_obj(victim,obj,NULL);
}
return;
}
void do_berserk( CHAR_DATA *ch, char *argument)
{
int chance, hp_percent;
if ((chance = get_skill(ch,gsn_berserk)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_berserk].skill_level[ch->Class]))
{
send_to_char("You turn red in the face, but nothing happens.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk)
|| is_affected(ch,skill_lookup("frenzy")))
{
send_to_char("You get a little madder.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("You're feeling to mellow to berserk.\n\r",ch);
return;
}
if (ch->mana < 50)
{
send_to_char("You can't get up enough energy.\n\r",ch);
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit/ch->max_hit;
chance += 25 - hp_percent/2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN(ch->hit,ch->max_hit);
send_to_char("`RYour pulse races as you are consumned by rage!\n\r`w",ch);
act("`W$n gets a wild look in $s eyes.`w",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_berserk,TRUE,2);
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 ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\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 ( 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 $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 25;
chance -= victim->carry_weight / 20;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 25;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat(ch,STAT_STR);
chance -= get_curr_stat(victim,STAT_DEX) * 4/3;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST))
chance -= 20;
/* level */
chance += (ch->level - victim->level) * 2;
/* now the attack */
if (number_percent() < chance)
{
act("`W$n sends you sprawling with a powerful bash!`w",
ch,NULL,victim,TO_VICT);
act("`WYou slam into $N, and send $M flying!`w",ch,NULL,victim,TO_CHAR);
act("`W$n sends $N sprawling with a powerful bash.`w",
ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_bash,TRUE,1);
WAIT_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
victim->position = POS_RESTING;
damage(ch,victim,NULL,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
DAM_BASH);
}
else
{
damage(ch,victim,NULL,0,gsn_bash,DAM_BASH);
act("`BYou fall flat on your face!`w",
ch,NULL,victim,TO_CHAR);
act("`B$n falls flat on $s face.`w",
ch,NULL,victim,TO_NOTVICT);
act("`BYou evade $n's bash, causing $m to fall flat on $s face.`w",
ch,NULL,victim,TO_VICT);
check_improve(ch,gsn_bash,FALSE,1);
ch->position = POS_RESTING;
WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2);
}
}
void do_dirt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_dirt)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_dirt].skill_level[ch->Class]))
{
send_to_char("You get your feet dirty.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't in combat!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_BLIND))
{
act("$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_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return;
}
}
if ( 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 $N is such a good friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat(ch,STAT_DEX);
chance -= 2 * get_curr_stat(victim,STAT_DEX);
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_INSIDE): chance -= 20; break;
case(SECT_CITY): chance -= 10; break;
case(SECT_FIELD): chance += 5; break;
case(SECT_FOREST): break;
case(SECT_HILLS): break;
case(SECT_MOUNTAIN): chance -= 10; break;
case(SECT_WATER_SWIM): chance = 0; break;
case(SECT_WATER_NOSWIM): chance = 0; break;
case(SECT_AIR): chance = 0; break;
case(SECT_DESERT): chance += 10; break;
}
if (chance == 0)
{
send_to_char("There isn't any dirt to kick.\n\r",ch);
return;
}
/* now the attack */
if (number_percent() < chance)
{
AFFECT_DATA af;
act("`W$n is blinded by the dirt in $s eyes!`w",victim,NULL,NULL,TO_ROOM);
damage(ch,victim,NULL,number_range(2,5),gsn_dirt,DAM_NONE);
send_to_char("`WYou can't see a thing!\n\r`w",victim);
check_improve(ch,gsn_dirt,TRUE,2);
WAIT_STATE(ch,skill_table[gsn_dirt].beats);
af.type = gsn_dirt;
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
else
{
damage(ch,victim,NULL,0,gsn_dirt,DAM_NONE);
check_improve(ch,gsn_dirt,FALSE,2);
WAIT_STATE(ch,skill_table[gsn_dirt].beats);
}
}
void do_trip( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_trip)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_trip].skill_level[ch->Class]))
{
send_to_char("Tripping? What's that?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't fighting anyone!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return;
}
}
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_FLYING))
{
act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim->position < POS_FIGHTING)
{
act("$N is already down.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("`BYou fall flat on your face!\n\r`w",ch);
WAIT_STATE(ch,2 * skill_table[gsn_trip].beats);
act("$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("`W$n trips you and you go down!`w",ch,NULL,victim,TO_VICT);
act("`WYou trip $N and $N goes down!`w",ch,NULL,victim,TO_CHAR);
act("`W$n trips $N, sending $M to the ground.`w",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_trip,TRUE,1);
WAIT_STATE(victim,2 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage(ch,victim,NULL,number_range(2, 2 + 2 * victim->size),gsn_trip,
DAM_BASH);
}
else
{
damage(ch,victim,NULL,0,gsn_trip,DAM_BASH);
WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
check_improve(ch,gsn_trip,FALSE,1);
}
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return;
}
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\n\r", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$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 );
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.\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 ( 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( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (IS_NPC(ch))
sprintf(buf, "`YHelp! I am being attacked by %s!`w",ch->short_descr);
else
sprintf( buf, "`YHelp! I am being attacked by %s!`w", ch->name );
do_yell( victim, buf );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return;
}
}
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to backstab.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit && !IS_AFFECTED(ch, AFF_SNEAK) )
{
act( "$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] )
{
check_improve(ch,gsn_backstab,TRUE,1);
multi_hit( ch, victim, gsn_backstab );
}
else
{
check_improve(ch,gsn_backstab,FALSE,1);
damage( ch, victim, NULL, 0, gsn_backstab,DAM_NONE );
}
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
long lost_exp;
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)
|| ( 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 );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
{
char buf [MAX_STRING_LENGTH];
lost_exp = (long) (0.05 * exp_per_level(ch, ch->pcdata->points));
sprintf(buf, "You flee from combat! You lose %ld exps.\n\r", lost_exp);
send_to_char( buf, ch );
gain_exp( ch, 0 - lost_exp );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "`RPANIC! You couldn't escape!\n\r`w", 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_same_group(ch,victim))
{
send_to_char("Kill stealing is not permitted.\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 ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "`BYou fail the rescue.\n\r`w", ch );
check_improve(ch,gsn_rescue,FALSE,1);
return;
}
act( "`WYou rescue $N!`w", ch, NULL, victim, TO_CHAR );
act( "`W$n rescues you!`w", ch, NULL, victim, TO_VICT );
act( "`W$n rescues $N!`w", ch, NULL, victim, TO_NOTVICT );
check_improve(ch,gsn_rescue,TRUE,1);
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
check_killer( ch, fch );
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;
}
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER) || !IS_SET(ch->act, PLR_KILLER) )
{
send_to_char( "You can only kill other player killers.\n\r", ch );
return;
}
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
{
damage( ch, victim, NULL, number_range( 1, ch->level ), gsn_kick,DAM_BASH );
check_improve(ch,gsn_kick,TRUE,1);
}
else
{
damage( ch, victim, NULL, 0, gsn_kick,DAM_BASH );
check_improve(ch,gsn_kick,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("`BYou fail to disarm $N.`w",ch,NULL,victim,TO_CHAR);
act("`B$n tries to disarm you, but fails.`w",ch,NULL,victim,TO_VICT);
act("`B$n tries to disarm $N, but fails.`w",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_disarm,FALSE,1);
}
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 arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
extern bool chaos;
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( "`RYou slay $M in cold blood!`w", ch, NULL, victim, TO_CHAR );
act( "`R$n slays you in cold blood!`w", ch, NULL, victim, TO_VICT );
act( "`R$n slays $N in cold blood!`w", ch, NULL, victim, TO_NOTVICT );
if (chaos)
{
chaos_kill( victim );
}
else if ( IS_NPC( victim ) )
{
raw_kill( victim );
}
else
{
pk_kill( victim );
}
return;
}
void chaos_log( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
sprintf(buf, "%s/%s", sysconfig.area_dir, sysconfig.chaos_file);
append_file( ch, buf, argument );
return;
}