/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, long location ) );
void death_cry args( ( CHAR_DATA *ch ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void raw_kill args( ( CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
for( ch = char_list ; ch ; ch = ch->next )
{
ch_next = ch->next;
if( !( victim = ch->fighting )
|| !ch->in_room )
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 ) )
continue;
mprog_hitprcnt_trigger( ch, victim );
mprog_fight_trigger( ch, victim );
/*
* Fun for the whole family!
*/
for( rch = ch->in_room->people ; rch ; rch = rch_next )
{
rch_next = rch->next_in_room;
if( IS_AWAKE( rch ) && !rch->fighting )
{
/*
* PC's auto-assist others in their group.
*/
if( !IS_NPC( ch ) || IS_AFFECTED( ch, AFF_CHARM ) )
{
if( ( !IS_NPC( rch ) || IS_AFFECTED( rch, AFF_CHARM ) )
&& is_same_group( ch, rch ) )
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
if( IS_NPC( rch ) && !IS_AFFECTED( rch, AFF_CHARM ) )
{
if( rch->pIndexData == ch->pIndexData
|| number_bits( 3 ) == 0 )
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
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 ) /* TODO */
{
if( !( IS_GOOD ( rch ) && IS_GOOD ( target ) )
|| ( IS_EVIL ( rch ) || IS_EVIL ( target ) ) )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}
}
}
}
}
return;
}
/*
* Do one group of attacks.
* TODO a lot of work here...-Ant
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance;
one_hit( ch, victim, dt );
if( ch->fighting != victim || dt == gsn_backstab )
return;
chance = IS_NPC(ch) ? 75 : ch->pcdata->learned[gsn_second_attack]/2;
if( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
if( ch->fighting != victim )
return;
}
chance = IS_NPC(ch) ? 75 : ch->pcdata->learned[gsn_third_attack]/4;
if( number_percent( ) < chance )
{
one_hit( ch, victim, dt );
if( ch->fighting != victim )
return;
}
chance = IS_NPC(ch) ? 50 : 0;
if( number_percent( ) < chance )
one_hit( ch, victim, dt );
return;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
int defence;
int attack;
int chance;
int dam;
int diceroll;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
wield = get_eq_char( ch, WEAR_WIELD );
if( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if( wield && IS_SET( wield->item_type, ITEM_WEAPON ) )
dt += wield->weapon->message;
}
/*
* Calculate the various modifiers to-hit chance.
*/
if( IS_NPC( victim ) )
{
defence = 50;
}
else
{
defence = victim->class->defence;
}
/*
* modify defence chance.
*/
defence += 2 * get_curr_dex( victim );
if( !IS_AWAKE( victim ) )
defence = 0;
if( IS_NPC( ch ) )
{
attack = 75;
}
else
{
attack = ch->class->attack;
}
/*
* modify attack chance.
*/
attack += GET_HITROLL( ch );
attack += get_curr_int( ch );
attack += get_curr_dex( ch );
if( !can_see( ch, victim ) )
attack -= 20;
chance = attack - defence;
/*
* Always a small chance.
*/
if( chance < 5 )
chance = 5;
/*
* The moment of excitement!
*/
diceroll = number_percent( );
/*
* Missed attack.
*/
if( diceroll >= 95
|| ( diceroll > chance ) )
{
if( diceroll >= 99 && number_bits( 3 ) == 0 )
{
/* fumbled attack */
}
damage( ch, victim, 0, dt );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if( IS_NPC( ch ) )
{
dam = ( dice( ch->damage[ 0 ], ch->damage[ 1 ] ) + ch->damage[ 2 ] );
if( wield )
dam += ( dice( wield->weapon->damage[0], wield->weapon->damage[1] )
+ wield->weapon->damage[2] );
}
else
{
if( wield )
dam = ( dice( wield->weapon->damage[0], wield->weapon->damage[1] )
+ wield->weapon->damage[2] );
else
dam = number_range( 1, 4 );
}
/*
* Bonuses.
*/
dam += GET_DAMROLL( ch );
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 + ( ch->pcdata->learned[ gsn_backstab ] / 50 );
if( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt );
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
PART_DATA *location = NULL;
int part;
int i;
if( victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if( dam > 30000 )
{
bug( "Damage: %d: more than 30000 points!", dam );
dam = 30000;
}
if( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if( victim->position > POS_STUNNED )
{
if( !victim->fighting )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if( victim->position > POS_STUNNED )
{
if( !ch->fighting )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if( IS_NPC( ch )
&& IS_NPC( victim )
&& IS_AFFECTED( victim, AFF_CHARM )
&& victim->master
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
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_new( "$n fades into existence.",
ch, NULL, NULL, TO_ROOM, POS_RESTING );
}
/*
* Damage modifiers.
*/
if( IS_AFFECTED( victim, AFF_SANCTUARY ) )
dam /= 2;
if( IS_AFFECTED( victim, AFF_PROTECT ) && IS_EVIL( ch ) )
dam -= dam / 4;
/*
* Check for disarm, trip, parry, and dodge. TODO
*/
if ( dt >= TYPE_HIT )
{
if ( IS_NPC(ch) && number_percent( ) < 25 )
disarm( ch, victim );
if ( IS_NPC(ch) && number_percent( ) < 50 )
trip( ch, victim );
if ( check_parry( ch, victim ) )
return;
if ( check_dodge( ch, victim ) )
return;
}
if( !IS_NPC( victim ) )
{
part = number_range( 0, 6 );
i = 0;
for( location = victim->parts ; location ; location = location->next )
{
if( i++ == part )
break;
}
dam -= location->armour;
}
if( dam < 0 )
dam = 0;
if( !IS_NPC( victim ) )
dam_message( ch, victim, dam, dt, location->type );
else
dam_message( ch, victim, dam, dt, -99 );
}
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
break;
case POS_INCAP:
act( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are incapacitated and will slowly die, if not aided.\n\r",
victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will probably recover.\n\r",
victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if( dam > victim->max_hit / 4 )
{
if( location )
{
location->scars++;
switch( location->type )
{
case PART_HEAD:
send_to_char( "You take a nasty blow to the head,\n\r", victim );
break;
case PART_CHEST:
send_to_char( "You take a nasty wound to the chest,\n\r", victim );
break;
case PART_ABDOMIN:
send_to_char( "You take a nasty wound in the guts,\n\r", victim );
break;
case PART_LEFT_ARM:
send_to_char( "You take a nasty wound to the left arm,\n\r", victim );
break;
case PART_RIGHT_ARM:
send_to_char( "You take a nasty wound to the right arm,\n\r", victim );
break;
case PART_LEFT_LEG:
send_to_char( "You take a nasty wound to the left leg,\n\r", victim );
break;
case PART_RIGHT_LEG:
send_to_char( "You take a nasty wound to the right leg,\n\r", victim );
break;
case PART_LFRONT_LEG:
send_to_char( "You take a nasty wound to the left front leg,\n\r", victim );
break;
case PART_RFRONT_LEG:
send_to_char( "You take a nasty wound to the right front leg,\n\r", victim );
break;
case PART_LREAR_LEG:
send_to_char( "You take a nasty wound to the left back leg,\n\r", victim );
break;
case PART_RREAR_LEG:
send_to_char( "You take a nasty wound to the right back leg,\n\r", victim );
break;
case PART_LEFT_WING:
send_to_char( "You take a nasty wound to the left wing,\n\r", victim );
break;
case PART_RIGHT_WING:
send_to_char( "You take a nasty wound to the right wing,\n\r", victim );
break;
case PART_TAIL:
send_to_char( "You take a nasty wound to the tail,\n\r", victim );
break;
default:
send_to_char( "You take a nasty wound,\n\r", victim );
break;
}
}
send_to_char( "That really did HURT!\n\r", victim );
}
if( victim->hit < victim->max_hit / 4 )
send_to_char( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if( !IS_AWAKE( victim ) )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if( !IS_NPC( victim ) )
{
int stat;
int loss;
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:
* 6-10 points lost from a random stat.
*/
stat = number_range( 0, 4 );
loss = number_range( 6, 10 );
if( stat == 0 )
{
send_to_char( "You feel weaker...\n\r", ch );
victim->pcdata->perm_str -= loss;
if( victim->pcdata->perm_str < 1 )
victim->pcdata->perm_str = 1;
}
else if( stat == 1 )
{
send_to_char( "You feel a loss of awareness...\n\r", ch );
victim->pcdata->perm_int -= loss;
if( victim->pcdata->perm_int < 1 )
victim->pcdata->perm_int = 1;
}
else if( stat == 2 )
{
send_to_char( "You feel less wise...\n\r", ch );
victim->pcdata->perm_wis -= loss;
if( victim->pcdata->perm_wis < 1 )
victim->pcdata->perm_wis = 1;
}
else if( stat == 3 )
{
send_to_char( "You feel less deft...\n\r", ch );
victim->pcdata->perm_dex -= loss;
if( victim->pcdata->perm_dex < 1 )
victim->pcdata->perm_dex = 1;
}
else if( stat == 4 )
{
send_to_char( "You feel sick...\n\r", ch );
victim->pcdata->perm_con -= loss;
if( victim->pcdata->perm_con < 1 )
victim->pcdata->perm_con = 1;
}
}
raw_kill( victim );
if( !IS_NPC( ch ) && IS_NPC( victim ) )
{
if( IS_SET( ch->act, PLR_AUTOLOOT ) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if( IS_SET(ch->act, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if( victim == ch )
return;
/*
* Take care of link dead people.
*/
if( !IS_NPC( victim )
&& !victim->desc )
{
if( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return;
}
}
/*
* Wimp out?
*/
if( IS_NPC( victim ) && dam > 0 )
{
if( ( IS_SET( victim->act, ACT_WIMPY ) && number_bits( 1 ) == 0
&& victim->hit < victim->max_hit / 2 )
|| ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if( !IS_NPC( victim )
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
if( IS_NPC(ch) || IS_NPC(victim) )
return FALSE;
if( get_age( ch ) < 21 )
{
send_to_char( "You aren't old enough.\n\r", ch );
return TRUE;
}
if( IS_SET( victim->act, PLR_KILLER ) )
return FALSE;
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*
* 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 )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Check_killer: %s bad AFF_CHARM",
IS_NPC(ch) ? ch->short_descr : ch->name );
bug( buf, 0 );
affect_strip( ch, gsn_charm_person );
REMOVE_BIT( ch->affected_by, AFF_CHARM );
return;
}
send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master );
SET_BIT(ch->master->act, PLR_KILLER);
stop_follower( ch );
return;
}
/*
* 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
|| 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 = 50; /* TODO */
}
else
{
if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
return FALSE;
chance = victim->pcdata->learned[gsn_parry] / 2;
}
if ( number_percent( ) >= chance )
return FALSE;
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
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 = 50;
else
chance = victim->pcdata->learned[gsn_dodge] / 2;
if ( number_percent( ) >= chance )
return FALSE;
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
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 )
{
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 = POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if( IS_NPC( ch ) )
{
name = ch->short_descr;
corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_NPC ) );
corpse->condition = 100;
corpse->timer = number_range( 2, 4 );
if( ch->gold > 0 )
{
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 0;
}
}
else
{
name = ch->name;
corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_PC ) );
corpse->condition = 100;
corpse->timer = number_range( 15, 20 );
}
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;
obj_from_char( obj );
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 )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
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 armour."; 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 beating 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_new( msg, ch, NULL, NULL, TO_ROOM, POS_RESTING );
if( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ) );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
obj_to_room( obj, ch->in_room );
}
if( IS_NPC( ch ) )
msg = "You hear something's death cry.";
else
msg = "You hear someone's death cry.";
was_in_room = ch->in_room;
for( door = 0 ; door <= MAX_DIR ; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& 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 *victim )
{
stop_fighting( victim, TRUE );
mprog_death_trigger( victim );
make_corpse( victim );
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, 50, MAX_LEVEL-1)].killed++; /* TODO */
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
victim->armour = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp;
int members;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( IS_NPC(ch) || !IS_NPC(victim) || victim == ch )
return;
members = 0;
for ( gch = ch->in_room->people; gch != NULL; 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 != 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 ) )
continue;
xp = xp_compute( gch, victim ) / members;
sprintf( buf, "You receive %d experience points.\n\r", xp );
send_to_char( buf, gch );
gain_exp( gch, xp );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* New version for Tapestries by Lope
*/
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
int xp;
int base_exp;
int align;
if( IS_NPC( victim ) )
{
base_exp = victim->exp;
}
else
{
base_exp = 0; /* TODO xp for pc killing */
}
align = victim->alignment - gch->alignment;
/* TODO alignment changing for kills */
if( gch->alignment > 1000 )
gch->alignment = 1000;
else if( gch->alignment < -1000 )
gch->alignment = -1000;
/* TODO adjustment of xp for differences in align */
/* Add a bit of fuzz to the xp gained */
xp = number_range( base_exp * 3/4, base_exp * 5/4 );
/* TODO adjustment for grouping? */
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, long location )
{
static char * const attack_table[] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suction"
};
char buf1[ 256 ];
char buf2[ 256 ];
char buf3[ 256 ];
const char *where;
const char *vs;
const char *vp;
const char *attack;
char punct;
if( location != -99 )
where = flag_string( part_flags, location );
else
where = "torso"; /* TODO */
if( dam == 0 ) { vs = "miss"; vp = "misses"; }
else if( dam <= 4 ) { vs = "scratch"; vp = "scratches"; }
else if( dam <= 8 ) { vs = "graze"; vp = "grazes"; }
else if( dam <= 12 ) { vs = "hit"; vp = "hits"; }
else if( dam <= 16 ) { vs = "injure"; vp = "injures"; }
else if( dam <= 20 ) { vs = "wound"; vp = "wounds"; }
else if( dam <= 24 ) { vs = "maul"; vp = "mauls"; }
else if( dam <= 28 ) { vs = "decimate"; vp = "decimates"; }
else if( dam <= 32 ) { vs = "devastate"; vp = "devastates"; }
else if( dam <= 36 ) { vs = "maim"; vp = "maims"; }
else if( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
else if( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
else if( dam <= 48 ) { vs = "EVISCERATE"; vp = "EVISCERATES"; }
else if( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
else if( dam <= 100 ) { vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***"; }
else { vs = "*** ANNIHILATE ***";
vp = "*** ANNIHILATES ***"; }
punct = ( dam <= 24 ) ? '.' : '!';
if( dt == TYPE_HIT )
{
sprintf( buf1, "{3$n %s $N's %s%c{x", vp, where, punct );
sprintf( buf2, "{2You %s $N's %s%c{x", vs, where, punct );
sprintf( buf3, "{4$n %s your %s%c{x", vp, where, 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
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0];
}
sprintf( buf1, "{3$n's %s %s $N's %s%c{x", attack, vp, where, punct );
sprintf( buf2, "{2Your %s %s $N's %s%c{x", attack, vp, where, punct );
sprintf( buf3, "{4$n's %s %s your %s%c{x", attack, vp, where, punct );
}
act_new( buf1, ch, NULL, victim, TO_NOTVICT, POS_RESTING );
act_new( buf2, ch, NULL, victim, TO_CHAR, POS_RESTING );
act_new( buf3, ch, NULL, victim, TO_VICT, POS_RESTING );
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 ( get_eq_char( ch, WEAR_WIELD ) == NULL )
return;
act( "$n DISARMS you!", ch, NULL, victim, TO_VICT );
act( "You disarm $N!", ch, NULL, victim, TO_CHAR );
act( "$n DISARMS $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_NPC(victim) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim->wait == 0 )
{
act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT );
act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR );
act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
send_to_char( "You must MURDER a player.\n\r", ch );
return;
}
}
else
{
if ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
{
send_to_char( "You must MURDER a charmed creature.\n\r", ch );
return;
}
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\n\r", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
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 ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
sprintf( buf, "Help! I am being attacked by %s!", ch->name );
do_shout( victim, buf );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
/* TODO */
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if( is_safe( ch, victim ) )
return;
if( !( obj = get_eq_char( ch, WEAR_WIELD ) ) )
{
send_to_char( "You need to wield a weapon.\n\r", ch );
return;
}
if( victim->fighting )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if( !IS_AWAKE( victim )
|| IS_NPC( ch )
|| number_percent( ) < ch->pcdata->learned[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->to_room == NULL
|| 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.\n\r", ch );
gain_exp( ch, -25 );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You failed! You lose 10 exps.\n\r", ch );
gain_exp( ch, -10 );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
/* TODO */
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "What about fleeing instead?\n\r", ch );
return;
}
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
send_to_char( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", 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 );
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;
/* TODO */
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
damage( ch, victim, number_range( 1, ch->pcdata->learned[gsn_kick] ), gsn_kick );
else
damage( ch, victim, 0, gsn_kick );
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
/* TODO */
if ( get_eq_char( ch, WEAR_WIELD ) == NULL )
{
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;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( );
if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
void do_slay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Slay whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim );
return;
}