/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "include.h"
/*
* Local functions.
*/
void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, bool immune ) );
void death_cry args( ( CHAR_DATA *ch ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim,
int total_levels ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) );
void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void raw_kill args( ( CHAR_DATA *victim, CHAR_DATA *killer ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
extern void set_fighting(CHAR_DATA *ch, CHAR_DATA *victim);
bool check_critical args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_counter args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );
void crowd_brawl args( ( CHAR_DATA *ch ) );
bool check_steel_skin args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_phase args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_force_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_static_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_flame_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
#define MAX_SPECTATORS 100
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
OBJ_DATA *obj, *obj_next;
bool room_trig = FALSE;
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 )
{
crowd_brawl(ch);
multi_hit( ch, victim, TYPE_UNDEFINED );
}
else
stop_fighting( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
continue;
/*
* Fun for the whole family!
*/
check_assist(ch,victim);
if ( IS_NPC( ch ) )
{
if ( HAS_TRIGGER_MOB( ch, TRIG_FIGHT ) )
p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_FIGHT );
if ( HAS_TRIGGER_MOB( ch, TRIG_HPCNT ) )
p_hprct_trigger( ch, victim );
}
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ( obj, TRIG_FIGHT ) )
p_percent_trigger( NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT );
}
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_FIGHT ) && room_trig == FALSE )
{
room_trig = TRUE;
p_percent_trigger( NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT );
}
}
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 && can_see(rch,victim))
{
if (RIDDEN(rch) == ch || MOUNTED(rch) == ch)
multi_hit(rch,victim,TYPE_UNDEFINED);
/* quick check for ASSIST_PLAYER */
if (!IS_NPC(ch) && IS_NPC(rch)
&& IS_SET(rch->off_flags,ASSIST_PLAYERS)
&& rch->level + 6 > victim->level)
{
if(!is_safe(rch,ch))
{
do_function(rch, &do_emote, "screams and attacks!");
multi_hit(rch,victim,TYPE_UNDEFINED);
}
continue;
}
/* PCs next */
if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM))
{
if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))
|| IS_AFFECTED(rch,AFF_CHARM))
&& is_same_group(ch,rch)
&& !is_safe(rch, victim))
multi_hit (rch,victim,TYPE_UNDEFINED);
continue;
}
/* now check the NPC cases */
if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM))
{
if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))
|| (IS_NPC(rch) && rch->group && rch->group == ch->group)
|| (IS_NPC(rch) && rch->race == ch->race
&& IS_SET(rch->off_flags,ASSIST_RACE))
|| (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
&& ((IS_GOOD(rch) && IS_GOOD(ch))
|| (IS_EVIL(rch) && IS_EVIL(ch))
|| (IS_NEUTRAL(rch) && IS_NEUTRAL(ch))))
|| (rch->pIndexData == ch->pIndexData
&& IS_SET(rch->off_flags,ASSIST_VNUM)))
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
if (number_bits(1) == 0)
continue;
target = NULL;
number = 0;
for (vch = ch->in_room->people; vch; vch = vch->next)
{
if (can_see(rch,vch)
&& is_same_group(vch,victim)
&& number_range(0,number) == 0)
{
target = vch;
number++;
}
}
if(target != NULL && (!is_safe(rch, target)))
{
do_function(rch, &do_emote, "screams and attacks!");
multi_hit(rch,target,TYPE_UNDEFINED);
}
}
}
}
}
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance;
/* decrement the wait */
if (ch->desc == NULL)
ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);
if (ch->desc == NULL)
ch->daze = UMAX(0,ch->daze - PULSE_VIOLENCE);
/* no attacks for stunnies -- just a check */
if (ch->position < POS_RESTING)
return;
if (IS_NPC(ch))
{
mob_hit(ch,victim,dt);
return;
}
if (MOUNTED(ch))
{
if (!mount_success(ch, MOUNTED(ch), FALSE))
send_to_char("You fall off your mount as you start your attacks!\n\r", ch);
}
one_hit( ch, victim, dt, FALSE );
if(ch->wereform == MOON_FULL && ch->iswere)
{
one_hit(ch, victim, dt, FALSE );
one_hit(ch, victim, dt, FALSE );
one_hit(ch, victim, dt, FALSE );
}
if (get_eq_char (ch, WEAR_SECONDARY))
{
one_hit( ch, victim, dt, TRUE );
if ( ch->fighting != victim )
return;
}
if (ch->fighting != victim)
return;
if (IS_AFFECTED(ch,AFF_HASTE))
one_hit(ch,victim,dt, FALSE);
if ( ch->fighting != victim || dt == skill_lookup("backstab"))
return;
chance = get_skill(ch,skill_lookup("second attack"))/2;
if (IS_AFFECTED(ch,AFF_SLOW))
chance /= 2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,skill_lookup("second attack"),TRUE,5);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,skill_lookup("third attack"))/4;
if (IS_AFFECTED(ch,AFF_SLOW))
chance = 0;;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,skill_lookup("third attack"),TRUE,6);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,skill_lookup("fourth attack"))/4;
if (IS_AFFECTED(ch,AFF_SLOW))
chance = 0;;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,skill_lookup("fourth attack"), TRUE,6);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,skill_lookup("fifth attack"))/4;
if (IS_AFFECTED(ch,AFF_SLOW))
chance = 0;;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,skill_lookup("fifth attack"), TRUE,6);
if ( ch->fighting != victim )
return;
}
return;
}
/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt)
{
int chance,number;
CHAR_DATA *vch, *vch_next;
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
/* Area attack -- BALLS nasty! */
if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
{
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if ((vch != victim && vch->fighting == ch))
one_hit(ch,vch,dt, FALSE);
}
}
if (IS_AFFECTED(ch,AFF_HASTE)
|| (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW)))
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim || dt == skill_lookup("backstab"))
return;
chance = get_skill(ch,skill_lookup("second attack"))/2;
if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
chance /= 2;
if (number_percent() < chance)
{
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,skill_lookup("third attack"))/4;
if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
chance = 0;
if (number_percent() < chance)
{
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,skill_lookup("fourth attack"))/4;
if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
chance = 0;
if (number_percent() < chance)
{
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
}
/* oh boy! Fun stuff! */
if (ch->wait > 0)
return;
number = number_range(0,2);
if (number == 1 && IS_SET(ch->act,ACT_MAGE))
{
/* { mob_cast_mage(ch,victim); return; } */ ;
}
if (number == 2 && IS_SET(ch->act,ACT_CLERIC))
{
/* { mob_cast_cleric(ch,victim); return; } */ ;
}
/* now for the skills */
number = number_range(0,8);
switch(number)
{
case (0) :
if (IS_SET(ch->off_flags,OFF_BASH))
do_function(ch, &do_bash, "");
break;
case (1) :
if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
do_function(ch, &do_berserk, "");
break;
case (2) :
if (IS_SET(ch->off_flags,OFF_DISARM)
|| (get_weapon_sn(ch) != skill_lookup("hand to hand")
&& (IS_SET(ch->act,ACT_WARRIOR)
|| IS_SET(ch->act,ACT_THIEF))))
do_function(ch, &do_disarm, "");
break;
case (3) :
if (IS_SET(ch->off_flags,OFF_KICK))
do_function(ch, &do_kick, "");
break;
case (4) :
if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
do_function(ch, &do_dirt, "");
break;
case (5) :
if (IS_SET(ch->off_flags,OFF_TAIL))
{
do_function(ch, &do_tail, "");
}
break;
case (6) :
if (IS_SET(ch->off_flags,OFF_TRIP))
do_function(ch, &do_trip, "");
break;
case (7) :
if (IS_SET(ch->off_flags,OFF_CRUSH))
{
/* do_function(ch, &do_crush, "") */ ;
}
break;
case (8) :
if (IS_SET(ch->off_flags,OFF_BACKSTAB))
{
do_function(ch, &do_backstab, "");
}
break;
case (9) :
if (IS_SET(ch->off_flags,OFF_BLOODLUST))
{
do_function(ch, &do_bloodlust, "");
}
case (10) :
if (IS_SET(ch->off_flags,OFF_FEED))
{
do_function(ch, &do_feed, "");
}
}
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
bool result;
sn = -1;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
if (!secondary)
wield = get_eq_char( ch, WEAR_WIELD );
else
wield = get_eq_char( ch, WEAR_SECONDARY );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else if(ch->wereform == MOON_FULL && ch->iswere)
dt += attack_table[attack_lookup("claw")].damage;
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
{
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else if (ch->wereform == MOON_FULL && ch->iswere)
dam_type = attack_table[attack_lookup("claw")].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 = get_thac00(ch);
thac0_32 = get_thac32(ch);
}
thac0 = interpolate( ch->level, thac0_00, thac0_32 );
if (thac0 < 0)
thac0 = thac0/2;
if (thac0 < -5)
thac0 = -5 + (thac0 + 5) / 2;
thac0 -= GET_HITROLL(ch) * skill/100;
thac0 += 5 * (100 - skill) / 100;
if (dt == skill_lookup("backstab"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("backstab")));
if (dt == skill_lookup("throatchop") )
thac0 -= 10 * (90 - get_skill(ch, skill_lookup("throatchop" )));
if (dt == skill_lookup("cleave"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("cleave")));
if (dt == skill_lookup("circle"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("circle")));
if (dt == skill_lookup("whirlwind"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("whirlwind")));
if (dt == skill_lookup("assassinate"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("assassinate")));
if (dt == skill_lookup("spin"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("spin")));
if (dt == skill_lookup("rage"))
thac0 -= 10 * (100 - get_skill(ch,skill_lookup("rage")));
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(number_range(1,10) > 6 && IS_WEREWOLF(ch))
diceroll = 19;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt, dam_type, TRUE );
rnd_sound( 6, ch, "miss.wav", "miss1.wav", "miss2.wav", "miss3.wav", "miss4.wav","miss5.wav" );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
if (!ch->pIndexData->new_format)
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam / 2;
}
else
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
else
{
if (sn != -1)
check_improve(ch,sn,TRUE,5);
if ( wield != NULL )
{
if (wield->pIndexData->new_format)
dam = dice(wield->value[1],wield->value[2]) * skill/100;
else
dam = number_range( wield->value[1] * skill/100,
wield->value[2] * skill/100);
if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 11/10;
/* sharpness! */
if (IS_WEAPON_STAT(wield,WEAPON_SHARP))
{
int percent;
if ((percent = number_percent()) <= (skill / 8))
dam = 2 * dam + (dam * 2 * percent / 100);
}
}
else if( ch->wereform == MOON_FULL && ch->iswere)
dam = number_range( ch->level / 2, 200 );
else
dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
}
/*
* Bonuses.
*/
if ( get_skill(ch,skill_lookup("enhanced damage")) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,skill_lookup("enhanced damage")))
{
check_improve(ch,skill_lookup("enhanced damage"),TRUE,6);
dam += 2 * ( dam * diceroll/300);
}
}
if ( get_skill(ch,skill_lookup("ultra damage")) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,skill_lookup("ultra damage")))
{
check_improve(ch,skill_lookup("ultra damage"),TRUE,6);
dam += dam * diceroll/100;
}
}
if ( get_skill(ch,skill_lookup("hero damage")) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,skill_lookup("hero damage")))
{
check_improve(ch,skill_lookup("hero damage"),TRUE,6);
dam += dam * diceroll/80;
}
}
if ( check_critical(ch,victim) )
dam *= 1.40;
if ( !IS_AWAKE(victim) )
dam *= 2;
else if (victim->position < POS_FIGHTING)
dam = dam * 3 / 2;
if ( dt == skill_lookup("backstab") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if ( dt == skill_lookup("throatchop") && wield != NULL )
dam *= 2 +(ch->level/5 );
if ( dt == skill_lookup("cleave") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 14);
else
dam *= 2 + (ch->level / 10);
}
if ( dt == skill_lookup("circle") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if ( dt == skill_lookup("whirlwind") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if ( dt == skill_lookup("assassinate") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if ( dt == skill_lookup("spin") && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if ( dt == skill_lookup("rage") && 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;
if ( !check_counter( ch, victim, dam, dt ) )
result = damage( ch, victim, dam, dt, dam_type, TRUE );
else return;
/* but do we have a funky weapon? */
if (result && wield != NULL)
{
int dam;
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON))
{
int level;
AFFECT_DATA *poison, af;
if ((poison = affect_find(wield->affected,skill_lookup("poison"))) == NULL)
level = wield->level;
else
level = poison->level;
if (!saves_spell(level / 2,victim,DAM_POISON))
{
send_to_char("You feel poison coursing through your veins.",
victim);
act("$n is poisoned by the venom on $p.",
victim,wield,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = skill_lookup("poison");
af.level = level * 3/4;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
}
/* weaken the poison if it's temporary */
if (poison != NULL)
{
poison->level = UMAX(0,poison->level - 2);
poison->duration = UMAX(0,poison->duration - 1);
if (poison->level == 0 || poison->duration == 0)
act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR);
}
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
{
dam = number_range(1, wield->level / 5 + 1);
xact_new("$p draws life from $n.",victim,wield,NULL,TO_ROOM, POS_RESTING, SUPPRESS_FLAGS);
xact_new("You feel $p drawing your life away.",
victim,wield,NULL,TO_CHAR, POS_RESTING, SUPPRESS_FLAGS);
damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE);
ch->hit += dam/2;
}
/* Drain mana away from the victim. Should be a pretty low rate - Marquoz
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_MANA_DRAIN))
{
dam = UMIN(number_range(1, wield->level / 10 + 1), victim->mana);
xact_new("$p drains $n's force.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS);
xact_new("You feel $p draining your force away.",
victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS);
victim->mana -= dam;
ch->mana += dam;
}
*/ /* Commented out pending approval */
/* Is the weapon coated with acid? - Marquoz
* Needs a better damage line =(
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_ACIDIC))
{
dam = number_range(1,wield->level / 5 + 1);
xact_new("$n is acidified by $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS);
xact_new("$p burns your flesh with acid.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPRESS_FLAGS);
acid_effect((void *)victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_ACID,FALSE);
}
*/ /* Commented out pending approval */
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
{
dam = number_range(1,wield->level / 4 + 1);
xact_new("$n is burned by $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS);
xact_new("$p sears your flesh.",victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS);
fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_FIRE,FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST))
{
dam = number_range(1,wield->level / 6 + 2);
xact_new("$p freezes $n.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS);
xact_new("The cold touch of $p surrounds you with ice.",
victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS);
cold_effect(victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_COLD,FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
{
dam = number_range(1,wield->level/5 + 2);
xact_new("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS);
xact_new("You are shocked by $p.",victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS);
shock_effect(victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE);
}
}
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type,
bool show)
{
OBJ_DATA *corpse;
bool immune;
OBJ_DATA *wield;
PET_DATA *pEt;
wield = get_eq_char( ch, WEAR_WIELD );
if ( victim->position == POS_DEAD )
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 2000 && dt >= TYPE_HIT)
{
bug( "Damage: %d: more than 7950 points!", dam );
dam = 7950;
if (!IS_IMMORTAL(ch))
{
OBJ_DATA *obj;
obj = get_eq_char( ch, WEAR_WIELD );
send_to_char("You really shouldn't cheat.\n\r",ch);
if (obj != NULL)
extract_obj(obj);
}
}
/* damage reduction */
if ( dam > 35)
dam = (dam - 35)/2 + 35;
if ( dam > 80)
dam = (dam - 80)/2 + 80;
if ( dam > 0 && ch->levelflux > 0 )
dam += levelflux_dam( ch );
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return FALSE;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
{
set_fighting( victim, ch );
if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_KILL ) )
p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL );
}
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
}
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
{
affect_strip( ch, skill_lookup("invis") );
affect_strip( ch, skill_lookup("mass invis") );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
/*
* Damage modifiers.
*/
/* Make sure the player has a mirror, and then check for the damage
to be a spell, easier not to do a check */
if ( dam > 1 && IS_AFFECTED2(victim,AFF_MIRROR_SHIELD) && skill_table[dt].spell_fun != NULL)
{
AFFECT_DATA *paf;
if (number_percent() > 75)
{
act_new("$n's mirror shield reflects $t at you!",ch, skill_table[dt].name,victim,TO_CHAR,POS_RESTING);
act_new("Your mirror shield turns $t back on $N!",ch,skill_table[dt].name,victim,TO_VICT,POS_RESTING);
/* Lower duration of the shield due to it being hit */
for (paf = victim->affected; paf != NULL; paf = paf->next)
{
if (paf->bitvector == AFF_MIRROR_SHIELD)
paf->duration -= ch->level / 10;
else
continue;
}
/* Everything should be the same just directed at the caster. Change
the dt to MIRROR to avoid a mirrored bounce back fest =) */
damage(ch,ch,dam,TYPE_MIRROR,dam_type,show);
return FALSE;
}
}
if ( dam > 1 && !IS_NPC(victim)
&& victim->pcdata->condition[COND_DRUNK] > 10 )
dam = 9 * dam / 10;
if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) )
dam /= 2;
if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
|| (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )))
dam -= dam / 4;
if ( dam > 1 && IS_AFFECTED2(victim, AFF_DIVINE_PROTECTION) )
dam *= .75;
if ( dam > 1 && IS_AFFECTED2( victim, AFF_DARKSHIELD ))
dam *= .75;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if ( dt >= TYPE_HIT && ch != victim && (number_range(1,10) < 4 && IS_WEREWOLF(ch) ) )
{
if ( check_parry( ch, victim ) )
{
OBJ_DATA *tmp1 = get_eq_char(victim, WEAR_WIELD);
OBJ_DATA *tmp2 = get_eq_char(victim, WEAR_SECONDARY);
if (tmp1 != NULL)
check_damage_obj (victim, tmp1, 1);
if (tmp2 != NULL)
check_damage_obj (victim, tmp2, 1);
return FALSE;
}
if ( check_dodge( ch, victim ) )
return FALSE;
if ( check_shield_block(ch,victim))
{
check_damage_obj(victim, get_eq_char(victim, WEAR_SHIELD), 2);
check_damage_obj(ch, wield, 2);
return FALSE;
}
if ( check_steel_skin( ch, victim ) )
return FALSE;
if ( check_phase( ch, victim) )
return FALSE;
if(IS_AFFECTED2 (victim, AFF_FORCE_SHIELD) && check_force_shield(ch, victim))
return FALSE;
if(IS_AFFECTED2 (victim, AFF_STATIC_SHIELD) && check_static_shield(ch, victim))
return FALSE;
}
if(IS_AFFECTED2(victim, AFF_FLAME_SHIELD) && dam_type <= 3)
check_flame_shield(ch, victim);
check_damage_obj(victim, NULL, 2);
check_damage_obj(ch, wield, 2);
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 ( !IS_NPC( ch ) )
{
if (IS_NPC(victim) && quad_damage)
dam = dam * 4;
if ( dam > ch->pcdata->mdam )
dam = ch->pcdata->mdam;
if ( ch->pcdata->hdam < dam )
ch->pcdata->hdam = dam;
}
if (show)
dam_message( ch, victim, dam, dt, immune );
if (dam == 0)
return FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
if(victim->mana > dam && IS_AFFECTED2(victim,AFF_LIFEFORCE))
{
victim->mana -= dam/2;
victim->hit -= dam/2;
}
else
{
victim->hit -= dam;
}
if ( !IS_NPC(victim)
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
break;
case POS_INCAP:
act( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are incapacitated and will slowly die, if not aided.\n\r",
victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will probably recover.\n\r",
victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
sound( "killed.wav", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 )
send_to_char( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
if (IS_IN_WAR(ch) && IS_IN_WAR(victim))
{
check_war(ch, victim);
return TRUE;
}
if (!IS_NPC(ch) && !IS_NPC(victim) &&
IS_SET(ch->in_room->room_flags, ROOM_ARENA) &&
IS_SET(victim->in_room->room_flags, ROOM_ARENA))
{
stop_fighting(victim, TRUE);
death_cry(victim);
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_TEMPLE));
victim->hit = UMAX(1, victim->hit);
victim->mana = UMAX(1, victim->mana);
victim->move = UMAX(1, victim->move);
update_pos(victim);
do_look(victim, "auto");
if (ch->in_room->area->nplayer == 1)
{
send_to_char("You emerge victorious in the arena!\n\r", ch);
stop_fighting(ch, TRUE);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
update_pos(ch);
do_look(ch, "auto");
}
return TRUE;
}
group_gain( ch, victim );
if ( !IS_NPC(victim) )
{
sprintf( log_buf, "%s killed by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
ch->in_room->vnum );
log_string( log_buf );
info( victim, 0, "{B[{GINFO{B]{x: {B%s{x just got {RC{Br{YE{Ga{MM{Re{GD{x by {R%s{x at %s!",
victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name );
/*
* Dying penalty:
* 2/3 way back to previous level.
*/
if(!IS_QUESTOR(victim) || (IS_NPC(ch) && ch->pIndexData->vnum != victim->pcdata->questmob))
{
if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
* victim->level )
gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points)
* victim->level - victim->exp)/3) + 50 );
}
}
if (!IS_NPC(victim))
{
if (IS_NPC(ch))
victim->pcdata->gamestat[MOB_DEATHS]++;
else
{
victim->pcdata->gamestat[PK_DEATHS]++;
ch->pcdata->gamestat[PK_KILLS]++;
}
}
if (IS_NPC(victim))
{
if (!IS_NPC(ch))
ch->pcdata->gamestat[MOB_KILLS]++;
}
sprintf( log_buf, "%s got toasted by %s at %s [room %d]",
(IS_NPC(victim) ? victim->short_descr : victim->name),
(IS_NPC(ch) ? ch->short_descr : ch->name),
ch->in_room->name, ch->in_room->vnum);
if (IS_NPC(victim))
wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
else
wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);
if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_DEATH) )
{
victim->position = POS_STANDING;
p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH );
}
/* Make the head for a bountied PC */
if(!IS_NPC(victim) && !IS_NPC(ch)
&& is_bountied(victim))
{
char buf[MAX_STRING_LENGTH];
char *name;
OBJ_DATA *obj;
name = str_dup(victim->name);
obj = create_object(get_obj_index(OBJ_VNUM_SEVERED_HEAD),0);
obj->extra_flags |= ITEM_NODROP|ITEM_NOUNCURSE;
sprintf(buf, "%s %s", "head", name);
free_string( obj->name );
obj->name = str_dup( buf);
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_char(obj,ch);
free_string(name);
}
raw_kill( victim, ch );
if (IS_NPC(ch)) /* is a mob */
{
if (!IS_NPC(victim))
victim->pcdata->deaths_mob += 1;
}
else
{
if IS_NPC(victim)
{
ch->pcdata->kills_mob += 1;
}
else
{
victim->pcdata->deaths_pc += 1;
ch->pcdata->kills_pc += 1;
}
}
if IS_NPC(victim)
{
if ( !IS_SET(victim->form,FORM_UNDEAD))
check_spirit(ch,victim);
}
if ( IS_NPC(victim ) && IS_SET( victim->act, ACT_PET ) )
{
if ( IS_SET( victim->act, ACT_PET ) )
{
for ( pEt = pet_list; pEt != NULL; pEt = pEt->next )
{
if ( !str_cmp( victim->name, pEt->name ) && !str_cmp( victim->powner, pEt->cname ) )
break;
}
if ( pEt == NULL )
{
dead_pet( victim, pEt );
}
}
}
/* dump the flags */
if (ch != victim && !IS_NPC(ch) && !is_same_clan(ch,victim))
{
if (IS_SET(victim->act,PLR_KILLER))
REMOVE_BIT(victim->act,PLR_KILLER);
else
REMOVE_BIT(victim->act,PLR_THIEF);
}
/* RT new auto commands */
if (!IS_NPC(ch)
&& (corpse = get_obj_list(ch,"corpse",ch->in_room->contents)) != NULL
&& corpse->item_type == ITEM_CORPSE_NPC && can_see_obj(ch,corpse))
{
OBJ_DATA *coins;
corpse = get_obj_list( ch, "corpse", ch->in_room->contents );
if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
corpse && corpse->contains) /* exists and not empty */
{
do_function(ch, &do_get, "all corpse");
}
if (IS_SET(ch->act,PLR_AUTOGOLD) &&
corpse && corpse->contains && /* exists and not empty */
!IS_SET(ch->act,PLR_AUTOLOOT))
{
if ((coins = get_obj_list(ch,"gcash",corpse->contains))
!= NULL)
{
do_function(ch, &do_get, "all.gcash corpse");
}
}
if (IS_SET(ch->act, PLR_AUTOSAC))
{
if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
{
return TRUE; /* leave if corpse has treasure */
}
else
{
do_function(ch, &do_sacrifice, "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_function(victim, &do_recall, "" );
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_function(victim, &do_flee, "" );
}
}
if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait < PULSE_VIOLENCE / 2 )
{
do_function (victim, &do_flee, "" );
}
tail_chain( );
return TRUE;
}
bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim)
{
if (victim->in_room == NULL || ch->in_room == NULL)
return TRUE;
if (victim->fighting == ch || victim == ch)
return FALSE;
if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL)
return FALSE;
/* killing mobiles */
if (IS_NPC(victim))
{
/* safe room? */
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
send_to_char("Not in this room.\n\r",ch);
return TRUE;
}
if (victim->pIndexData->pShop != NULL)
{
send_to_char("The shopkeeper wouldn't like that.\n\r",ch);
return TRUE;
}
/* no killing healers, trainers, etc */
if (IS_SET(victim->act,ACT_TRAIN)
|| IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)
|| IS_SET(victim->act,ACT_IS_CHANGER))
{
printf_to_char( ch, "I don't think ShadowStorm would approve.\n\r" );
return TRUE;
}
if (!IS_NPC(ch))
{
/* no pets */
if (IS_SET(victim->act,ACT_PET))
{
act("But $N looks so cute and cuddly...",
ch,NULL,victim,TO_CHAR);
return TRUE;
}
/* no charmed creatures unless owner */
if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
{
send_to_char("You don't own that monster.\n\r",ch);
return TRUE;
}
}
}
/* killing players */
else
{
/* NPC doing the killing */
if (IS_NPC(ch))
{
/* safe room check */
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
send_to_char("Not in this room.\n\r",ch);
return TRUE;
}
if (IS_SET(victim->comm2, COMM_AUTO_AFK ) )
{
send_to_char("Not while they are afk.\n\r", ch );
return TRUE;
}
/* charmed mobs and pets cannot attack players while owned */
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim)
{
send_to_char("Players are your friends!\n\r",ch);
return TRUE;
}
}
/* player doing the killing */
else
{
if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF))
return FALSE;
if (!is_clan(victim))
{
send_to_char("They aren't in a clan, leave them alone.\n\r",ch);
return TRUE;
}
if (ON_GQUEST(ch))
{
send_to_char("I don't beleive they are on the target list.\n\r", ch);
return TRUE;
}
if (ON_GQUEST(victim))
{
send_to_char("They are to closey involved in something right now.\n\r", ch);
return TRUE;
}
if (IS_SET( victim->comm2, COMM_AUTO_AFK ) )
{
send_to_char("Not while they are auto afk.\n\r", ch );
return TRUE;
}
if (ch->level > victim->level + 8)
{
send_to_char("Pick on someone your own size.\n\r",ch);
return TRUE;
}
}
}
return FALSE;
}
bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
if (victim->in_room == NULL || ch->in_room == NULL)
return TRUE;
if (victim == ch && area)
return TRUE;
if (victim->fighting == ch || victim == ch)
return FALSE;
if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL && !area)
return FALSE;
/* killing mobiles */
if (IS_NPC(victim))
{
/* safe room? */
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
return TRUE;
if (victim->pIndexData->pShop != NULL)
return TRUE;
/* no killing healers, trainers, etc */
if (IS_SET(victim->act,ACT_TRAIN)
|| IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)
|| IS_SET(victim->act,ACT_IS_CHANGER))
return TRUE;
if (!IS_NPC(ch))
{
/* no pets */
if (IS_SET(victim->act,ACT_PET))
return TRUE;
/* no charmed creatures unless owner */
if (IS_AFFECTED(victim,AFF_CHARM) && (area || ch != victim->master))
return TRUE;
/* legal kill? -- cannot hit mob fighting non-group member */
if (victim->fighting != NULL && !is_same_group(ch,victim->fighting))
return TRUE;
}
else
{
/* area effect spells do not hit other mobs */
if (area && !is_same_group(victim,ch->fighting))
return TRUE;
}
}
/* killing players */
else
{
if (area && IS_IMMORTAL(victim) && victim->level > LEVEL_IMMORTAL)
return TRUE;
/* NPC doing the killing */
if (IS_NPC(ch))
{
/* charmed mobs and pets cannot attack players while owned */
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim)
return TRUE;
/* safe room? */
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
return TRUE;
/* legal kill? -- mobs only hit players grouped with opponent*/
if (ch->fighting != NULL && !is_same_group(ch->fighting,victim))
return TRUE;
}
/* player doing the killing */
else
{
if (is_safe_war(ch, victim))
{
send_to_char("They're on YOUR team.\n\r", ch);
return TRUE;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
return FALSE;
if (is_safe_war(ch, victim))
return TRUE;
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
return FALSE;
if (!is_clan(ch))
return TRUE;
if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF))
return FALSE;
if (!is_clan(victim))
return TRUE;
if (ON_GQUEST(ch) || ON_GQUEST(victim))
return TRUE;
if (ch->level > victim->level + 8)
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];
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
return;
/*
* 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, skill_lookup("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
|| ch->level >= LEVEL_IMMORTAL
|| !is_clan(ch)
|| IS_SET(ch->act, PLR_KILLER)
|| ch->fighting == victim)
return;
send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
SET_BIT(ch->act, PLR_KILLER);
sprintf(buf,"$N is attempting to murder %s",victim->name);
wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
save_char_obj( ch );
return;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
chance = get_skill(victim,skill_lookup("parry")) / 2;
if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
{
if (IS_NPC(victim))
chance /= 2;
else
return FALSE;
}
if (!can_see(ch,victim))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
check_improve(victim,skill_lookup("parry"),TRUE,6);
return TRUE;
}
/*
* Check for shield block.
*/
bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
chance = get_skill(victim,skill_lookup("shield block")) / 5 + 3;
if ( get_eq_char( victim, WEAR_SHIELD ) == NULL )
return FALSE;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT );
act( "$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR );
check_improve(victim,skill_lookup("shield block"),TRUE,6);
sound( "hitshld.wav", ch );
sound( "hitshld.wav", victim );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( MOUNTED(victim) )
return FALSE;
chance = get_skill(victim,skill_lookup("dodge")) / 2;
if (!can_see(victim,ch))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
xact_new( "You dodge $n's attack.", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_DODGE );
xact_new( "$N dodges your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_DODGE );
check_improve(victim,skill_lookup("dodge"),TRUE,6);
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
victim->position = POS_STANDING;
return;
}
if ( IS_NPC(victim) && victim->hit < 1 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->fighting != NULL )
{
bug( "Set_fighting: already fighting", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_SLEEP) )
affect_strip( ch, skill_lookup("sleep") );
ch->fighting = victim;
ch->position = POS_FIGHTING;
return;
}
/*
* Stop fights.
*/
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = IS_NPC(fch) ? fch->default_pos : POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
ROOM_INDEX_DATA *location;
location = get_room_index ( hometown_table[ch->hometown].morgue );
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 3, 6 );
if ( ch->gold > 0 )
{
obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
ch->gold = 0;
ch->silver = 0;
}
corpse->cost = 0;
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
REMOVE_BIT(ch->act,PLR_CANLOOT);
if (!is_clan(ch))
corpse->owner = str_dup(ch->name);
else
{
corpse->owner = NULL;
if (ch->gold > 1 || ch->silver > 1)
{
obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse);
ch->gold -= ch->gold/2;
ch->silver -= ch->silver/2;
}
}
corpse->cost = 0;
}
corpse->level = ch->level;
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
bool floating = FALSE;
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_FLOAT && !IS_OBJ2_STAT( obj, ITEM_RELIC) )
floating = TRUE;
obj_from_char( obj );
if (obj->item_type == ITEM_POTION)
obj->timer = number_range(500,1000);
if (obj->item_type == ITEM_SCROLL)
obj->timer = number_range(1000,2500);
if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH) && !floating)
{
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
}
REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
if (IS_OBJ_STAT(obj, ITEM_AUCTIONED))
continue;
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj( obj );
else if (floating)
{
if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */
{
if (obj->contains != NULL)
{
OBJ_DATA *in, *in_next;
act("$p evaporates,scattering its contents.",
ch,obj,NULL,TO_ROOM);
for (in = obj->contains; in != NULL; in = in_next)
{
in_next = in->next_content;
obj_from_obj(in);
obj_to_room(in,ch->in_room);
}
}
else
act("$p evaporates.",
ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}
else
{
act("$p falls to the floor.",ch,obj,NULL,TO_ROOM);
obj_to_room(obj,ch->in_room);
}
}
else
obj_to_obj( obj, corpse );
}
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
return;
if ( IS_NPC(ch) )
{
obj_to_room( corpse,ch->in_room );
}
else
{ obj_to_room( corpse,location );
}
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
vnum = 0;
msg = "You hear $n's death cry.";
switch ( number_bits(4))
{
case 0: msg = "$n hits the ground ... DEAD."; break;
case 1:
if (ch->material == 0)
{
msg = "$n splatters blood on your armor.";
break;
}
case 2:
if (IS_SET(ch->parts,PART_GUTS))
{
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET(ch->parts,PART_HEAD))
{
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET(ch->parts,PART_HEART))
{
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET(ch->parts,PART_ARMS))
{
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET(ch->parts,PART_LEGS))
{
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET(ch->parts,PART_BRAINS))
{
msg = "$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
act( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (obj->item_type == ITEM_FOOD)
{
if (IS_SET(ch->form,FORM_POISON))
obj->value[3] = 1;
else if (!IS_SET(ch->form,FORM_EDIBLE))
obj->item_type = ITEM_TRASH;
}
obj_to_room( obj, ch->in_room );
}
if ( IS_NPC(ch) )
{
msg = "You hear something's death cry.";
rnd_sound( 2, ch, "death_mob1.wav", "death_mob3.wav" );
}
else
{
msg = "You hear someone's death cry.";
rnd_sound( 2, ch, "deathcry2.wav", "deathcry3.wav" );
}
was_in_room = ch->in_room;
for ( door = 0; door <= 5; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& pexit->u1.to_room != was_in_room )
{
ch->in_room = pexit->u1.to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill( CHAR_DATA *victim, CHAR_DATA *killer )
{
int i;
stop_fighting( victim, TRUE );
death_cry( victim );
make_corpse( victim );
if (!IS_NPC( victim ) )
{
victim->pcdata->condition[COND_HUNGER] = 24;
victim->pcdata->condition[COND_THIRST] = 30;
}
if (!IS_NPC (victim))
{
if (IS_NPC(killer))
{
kill_table[URANGE (0, killer->level, MAX_LEVEL - 1)].kills++;
killer->pIndexData->kills++;
}
}
else
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = race_table[victim->race].aff;
for (i = 0; i < 4; i++)
victim->armor[i]= 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->turned = FALSE;
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp;
int members;
int group_levels;
int i;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( victim == ch )
return;
members = 0;
group_levels = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
members++;
group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level;
}
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
group_levels = ch->level ;
}
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) && !IS_SET( gch->act, ACT_PET ) ) )
continue;
if (IS_QUESTOR(ch) && IS_NPC(victim))
{
if (ch->pcdata->questmob == victim->pIndexData->vnum)
{
send_to_char("{RYou have almost completed your QUEST!{x\n\r", ch);
send_to_char("{RReturn to the questmaster before your time runs out!{x\n\r", ch);
ch->pcdata->questmob = -1;
}
}
if (IS_NPC(victim) && !IS_NPC(ch) &&
gquest_info.running == GQUEST_RUNNING && ON_GQUEST(ch) &&
(i = is_gqmob(ch, victim->pIndexData->vnum)) != -1)
{
ch->pcdata->gq_mobs[i] = -1;
send_to_char("Congratulations, that that mob was part of your global quest!\n\r",ch);
send_to_char("You receive an extra 3 Quest Points", ch);
ch->pcdata->questpoints += 3;
if (chance((MAX_GQUEST_MOB - gquest_info.mob_count) / 2 + gquest_info.mob_count))
{
send_to_char(" and a Trivia Point!\n\r", ch);
ch->pcdata->trivia += 1;
}
else
send_to_char(".\n\r", ch);
sprintf(buf, "$N has killed %s, a global questmob.", victim->short_descr);
wiznet(buf, ch, NULL, 0, 0, 0);
if (count_gqmobs(ch) == gquest_info.mob_count)
send_to_char("You are now ready to complete the global quest. Type 'GQUEST COMPLETE' to finish.\n\r", ch);
}
xp = xp_compute( gch, victim, group_levels );
if ( !IS_NPC(gch) && ch->level < LEVEL_HERO && !IS_SET( gch->comm2, COMM_AUTOLEVEL ) && gch->pcdata->current_exp >= exp_per_level( gch, gch->pcdata->points ) * 6 )
send_to_char("Please go and level at the healer!\n\r", gch );
else
{
sprintf( buf, "You receive %d experience points.\n\r", xp );
send_to_char( buf, gch );
gain_exp( gch, xp );
}
for ( obj = gch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( IS_OBJ2_STAT(obj, ITEM_RELIC) && obj->xp_tolevel > 0 )
{
if ( number_range(0, 1) <= 1 )
{
gain_object_exp( ch, obj, xp );
if ( chance(10) )
printf_to_char( ch, "%s whispers your doing good %s only %d more xp until I level.\n\r", obj->name, ch->name, obj->xp_tolevel );
}
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(gch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(gch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(gch) ) )
{
act( "You are zapped by $p.", gch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", gch, obj, NULL, TO_ROOM );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,ITEM_NODROP) )
obj_to_char( obj, gch );
else
obj_to_room( obj, gch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels )
{
int xp,base_exp;
int align,level_range;
int time_per_level;
int bonus;
level_range = victim->level - gch->level;
/* compute the base exp */
switch (level_range)
{
default : base_exp = 0; break;
case -9 : base_exp = 1; break;
case -8 : base_exp = 2; break;
case -7 : base_exp = 5; break;
case -6 : base_exp = 9; break;
case -5 : base_exp = 11; break;
case -4 : base_exp = 22; break;
case -3 : base_exp = 33; break;
case -2 : base_exp = 50; break;
case -1 : base_exp = 66; break;
case 0 : base_exp = 83; break;
case 1 : base_exp = 99; break;
case 2 : base_exp = 121; break;
case 3 : base_exp = 143; break;
case 4 : base_exp = 165; break;
}
if (level_range > 4)
base_exp = 160 + 20 * (level_range - 4);
if(IS_NPC(victim) )/* at max a mob with all of these is worth 5 levels above their own*/
{
if( IS_AFFECTED( victim, AFF_SANCTUARY ) )
base_exp = (base_exp * 130) / 100;
if( IS_AFFECTED( victim, AFF_HASTE ) )
base_exp = (base_exp * 120) / 100;
if( IS_SET(victim->off_flags,OFF_AREA_ATTACK) )
base_exp = (base_exp * 120) / 100;
if( IS_SET(victim->off_flags,OFF_BACKSTAB) )
base_exp = (base_exp * 120) / 100;
if( IS_SET(victim->off_flags,OFF_FAST) )
base_exp = (base_exp * 120) / 100;
if( IS_SET(victim->off_flags,OFF_DODGE) )
base_exp = (base_exp * 110) / 100;
if( IS_SET(victim->off_flags,OFF_PARRY) )
base_exp = (base_exp * 110) / 100;
if( victim->spec_fun != 0 )
{
if( !str_cmp(spec_name(victim->spec_fun),"spec_breath_any")
|| !str_cmp(spec_name(victim->spec_fun),"spec_breath_acid")
|| !str_cmp(spec_name(victim->spec_fun),"spec_breath_fire")
|| !str_cmp(spec_name(victim->spec_fun),"spec_breath_frost")
|| !str_cmp(spec_name(victim->spec_fun),"spec_breath_gas")
|| !str_cmp(spec_name(victim->spec_fun),"spec_breath_lightning") )
base_exp = (base_exp * 125) / 100;
else if( !str_cmp(spec_name(victim->spec_fun),"spec_cast_cleric")
|| !str_cmp(spec_name(victim->spec_fun),"spec_cast_mage")
|| !str_cmp(spec_name(victim->spec_fun),"spec_cast_undead") )
base_exp = (base_exp * 120) / 100;
else if( !str_cmp(spec_name(victim->spec_fun),"spec_poison") )
base_exp = (base_exp * 110) / 100;
}
}
/* do alignment computations */
align = victim->alignment - gch->alignment;
if (IS_SET(victim->act,ACT_NOALIGN))
{
/* no change */
}
/* calculate exp multiplier */
if (IS_SET(victim->act,ACT_NOALIGN))
xp = base_exp;
else if (gch->alignment > 500) /* for goodie two shoes */
{
if (victim->alignment < -750)
xp = (base_exp *4)/3;
else if (victim->alignment < -500)
xp = (base_exp * 5)/4;
else if (victim->alignment > 750)
xp = base_exp / 4;
else if (victim->alignment > 500)
xp = base_exp / 2;
else if (victim->alignment > 250)
xp = (base_exp * 3)/4;
else
xp = base_exp;
}
else if (gch->alignment < -500) /* for baddies */
{
if (victim->alignment > 750)
xp = (base_exp * 5)/4;
else if (victim->alignment > 500)
xp = (base_exp * 11)/10;
else if (victim->alignment < -750)
xp = base_exp/2;
else if (victim->alignment < -500)
xp = (base_exp * 3)/4;
else if (victim->alignment < -250)
xp = (base_exp * 9)/10;
else
xp = base_exp;
}
else if (gch->alignment > 200) /* a little good */
{
if (victim->alignment < -500)
xp = (base_exp * 6)/5;
else if (victim->alignment > 750)
xp = base_exp/2;
else if (victim->alignment > 0)
xp = (base_exp * 3)/4;
else
xp = base_exp;
}
else if (gch->alignment < -200) /* a little bad */
{
if (victim->alignment > 500)
xp = (base_exp * 6)/5;
else if (victim->alignment < -750)
xp = base_exp/2;
else if (victim->alignment < 0)
xp = (base_exp * 3)/4;
else
xp = base_exp;
}
else /* neutral */
{
if (victim->alignment > 500 || victim->alignment < -500)
xp = (base_exp * 4)/3;
else if (victim->alignment < 200 && victim->alignment > -200)
xp = base_exp/2;
else
xp = base_exp;
}
/* more exp at the low levels */
if (gch->level < 70)
xp = 9 * xp / (gch->level + 4);
/* reduce for playing time */
{
/* compute quarter-hours per level */
time_per_level = 4 *
(gch->played + (int) (current_time - gch->logon))/3600
/ gch->level;
time_per_level = URANGE(5,time_per_level,15);
if (gch->level < 25) /* make it a curve */
time_per_level = UMAX(time_per_level,(15 - gch->level));
xp = xp * time_per_level / 4;
}
/* randomize the rewards */
xp = number_range (xp * 3/4, xp * 5/4);
/* adjust for grouping */
xp = xp * gch->level/( UMAX(1,total_levels -1) );
bonus = xp;
if (double_exp)
{
xp += bonus;
}
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune )
{
char buf1[256], buf2[256], buf3[256];
const char *vs;
const char *vp;
const char *attack;
char punct;
if (ch == NULL || victim == NULL)
return;
if ( dam == 0 ) { vs = "{Wmiss{x"; vp = "{Wmisses{x"; }
else if ( dam <= 4 ) { vs = "{Yscratch{x";vp = "{Yscratches{x"; }
else if ( dam <= 8 ) { vs = "{Cgraze{x"; vp = "{Cgrazes{x"; }
else if ( dam <= 12 ) { vs = "{Rhit{x"; vp = "{Rhits{x"; }
else if ( dam <= 16 ) { vs = "{Binjure{x"; vp = "{Binjures{x"; }
else if ( dam <= 20 ) { vs = "{Ywound{x"; vp = "{Ywounds{x"; }
else if ( dam <= 24 ) { vs = "{Rmaul{x"; vp = "{Rmauls{x"; }
else if ( dam <= 28 ) { vs = "{Mdecimate{x";vp = "{Mdecimates{x"; }
else if ( dam <= 32 ) { vs = "{Bdevastate{x";vp = "{Bdevastates{x"; }
else if ( dam <= 36 ) { vs = "{Cmaim{x"; vp = "{Cmaims{x"; }
else if ( dam <= 44 ) { vs = "{YMUTILATE{x";vp = "{YMUTILATES{x"; }
else if ( dam <= 48 ) { vs = "{RDISEMBOWEL{x";vp = "{RDISEMBOWELS{x"; }
else if ( dam <= 52 ) { vs = "{BDISMEMBER{x";vp = "{BDISMEMBERS{x"; }
else if ( dam <= 56 ) { vs = "{CMASSACRE{x";vp = "{CMASSACRES{x"; }
else if ( dam <= 60 ) { vs = "{YMANGLE{x"; vp = "{YMANGLES{x"; }
else if ( dam <= 65 ) { vs = "{B*** MASSACRE ***{x";
vp = "{B*** MASSACRES ***{x"; }
else if ( dam <= 75 ) { vs = "{B*** DEVASTATE ***{x";
vp = "{B*** DEVASTATES ***{x"; }
else if ( dam <= 100 ) { vs = "{G*** DEMOLISH ***{x";
vp = "{G*** DEMOLISHES ***{x"; }
else if ( dam <= 125) { vs = "{Y*** OBLITERATE ***{x";
vp = "{Y*** OBLITERATES ***{x"; }
else if ( dam <= 150) { vs = "{Y>>> ANNIHILATE <<<{x";
vp = "{Y>>> ANNIHILATES <<<{x"; }
else if ( dam <= 200) { vs = "{C<<< ERADICATE >>>{x";
vp = "{C<<< ERADICATES >>>{x"; }
else if ( dam <= 300) { vs = "{G<--> {YVAPORIZE {G<-->{x";
vp = "{G<--> {YVAPORIZES {G<-->{x"; }
else if ( dam <= 400) { vs = "{G<*><*><*> ELIMINATE <*><*><*>{x";
vp = "{G<*><*><*> ELIMINATES <*><*><*>{x"; }
else if ( dam <= 500) { vs = "{Y<*><*><*> DESTROY <*><*><*>{x";
vp = "{Y<*><*><*> DESTROYS <*><*><*>{x"; }
else if ( dam <= 600 ) { vs = "{C<+><+><+> DISINTEGRATE <+><+><+>{x";
vp = "{C<+><+><+> DISINTEGRATES <+><+><+>{x"; }
else if ( dam <= 700 ) { vs = "{m_{r\\{R|{r/{m__{r\\{R|{r/{m_{mE{WX{mT{WE{mR{WM{mI{WN{mA{WT{mE {m_{r\\{R|{r/{m__{r\\{R|{r/{m_{x";
vp = "{m_{r\\{R|{r/{m__{r\\{R|{r/{m_{mE{WX{mT{WE{mR{WM{mI{WN{mA{WT{mE{WS {m_{r\\{R|{r/{m__{r\\{R|{r/{m_{x"; }
else { vs = "do {RU{Bn{GI{Ym{BA{Rg{I{Yn{BA{Rb{BL{GE{x things to";
vp = "does {RU{BnI{Ym{BA{Rg{GI{Yn{BA{Rb{BLE{x things to"; }
punct = (dam <= 24) ? '.' : '!';
if(dt == TYPE_UNDEFINED )
dt = TYPE_HIT;
if ( dt == TYPE_HIT )
{
if (ch == victim)
{
sprintf( buf1, "{3$n %s $melf%c{x",vp,punct);
sprintf( buf2, "{2You %s yourself%c{x",vs,punct);
}
else
{
sprintf( buf1, "{3$n %s $N%c{x", vp, punct );
sprintf( buf2, "{2You %s $N%c{x", vs, punct );
sprintf( buf3, "{4$n %s you%c{x", vp, punct );
}
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + MAX_DAMAGE_MESSAGE)
attack = attack_table[dt - TYPE_HIT].noun;
else
{
if(dt != 1000 )
{ bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"{3$n is unaffected by $s own %s.{x",attack);
sprintf(buf2,"{2Luckily, you are immune to that.{x");
}
else
{
sprintf(buf1,"{3$N is unaffected by $n's %s!{x",attack);
sprintf(buf2,"{2$N is unaffected by your %s!{x",attack);
sprintf(buf3,"{4$n's %s is powerless against you.{x",attack);
}
}
else
{
if ( IS_SET(ch->act, PLR_AUTODAMAGE))
{
if (ch == victim )
{
sprintf( buf1, "{3$n's %s %s $m%c{x {W[{B%d{W]{x",attack,vp,punct, dam);
sprintf( buf2, "{2Your %s %s you%c{x {W[{B%d{w]{x",attack,vp,punct, dam);
}
else
{
sprintf( buf1, "{3$n's %s %s $N%c{x {W[{B%d{W]{x", attack, vp, punct, dam );
sprintf( buf2, "{2Your %s %s $N%c {W[{B%d{W]{x", attack, vp, punct, dam );
sprintf( buf3, "{4$n's %s %s you%c {W[{R%d{W]{x", attack, vp, punct, dam );
}
}
else
{
if ( ch == victim )
{
sprintf( buf1, "{3$n's %s %s $m%c{x",attack,vp,punct );
sprintf( buf2, "{2Your %s %s you%c{x",attack,vp,punct );
}
else
{
sprintf( buf1, "{3$n's %s %s $N%c{x", attack, vp, punct);
sprintf( buf2, "{2Your %s %s $N%c{x", attack, vp, punct);
sprintf( buf3, "{4$n's %s %s you%c{x", attack, vp, punct);
}
}
}
}
if (ch == victim)
{
act(buf1,ch,NULL,NULL,TO_ROOM);
act(buf2,ch,NULL,NULL,TO_CHAR);
}
else
{
act( buf1, ch, NULL, victim, TO_NOTVICT );
act( buf2, ch, NULL, victim, TO_CHAR );
act( buf3, ch, NULL, victim, TO_VICT );
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
return;
if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT( obj, ITEM_RELIC ) )
{
act("{5$S weapon won't budge!{x",ch,NULL,victim,TO_CHAR);
act("{5$n tries to disarm you, but your weapon won't budge!{x",
ch,NULL,victim,TO_VICT);
act("{5$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT);
return;
}
act( "{5$n DISARMS you and sends your weapon flying!{x",
ch, NULL, victim, TO_VICT );
act( "{5You disarm $N!{x", ch, NULL, victim, TO_CHAR );
act( "{5$n disarms $N!{x", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ||
IS_SET(victim->in_room->room_flags, ROOM_ARENA) )
obj_to_char( obj, victim );
else
{
obj_to_room( obj, victim->in_room );
if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
get_obj(victim,obj,NULL);
}
return;
}
void do_berserk( CHAR_DATA *ch, char *argument)
{
int chance, hp_percent;
if ((chance = get_skill(ch,skill_lookup("berserk"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
|| (!IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("berserk"))))
{
send_to_char("You turn red in the face, but nothing happens.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,skill_lookup("berserk"))
|| is_affected(ch,skill_lookup("frenzy")))
{
send_to_char("You get a little madder.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("You're feeling to mellow to berserk.\n\r",ch);
return;
}
if (ch->mana < 50)
{
send_to_char("You can't get up enough energy.\n\r",ch);
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit/ch->max_hit;
chance += 25 - hp_percent/2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN(ch->hit,ch->max_hit);
sound( "berserk1.wav", ch );
send_to_char("Your pulse races as you are consumed by rage!\n\r",ch);
act("$n gets a wild look in $s eyes.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,skill_lookup("berserk"),TRUE,2);
af.where = TO_AFFECTS;
af.type = skill_lookup("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 *= .80;
send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch);
check_improve(ch,skill_lookup("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,skill_lookup("bash"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH))
|| (!IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("bash"))))
{
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;
}
}
if ( MOUNTED(ch) )
{
send_to_char("You can't bash while riding!\n\r", ch);
return;
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim->position < POS_FIGHTING)
{
act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("You try to bash your brains out, but fail.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat(ch,STAT_STR);
chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3;
chance -= GET_AC(victim,AC_BASH) /25;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 30;
/* level */
chance += (ch->level - victim->level);
if (!IS_NPC(victim)
&& chance < get_skill(victim,skill_lookup("dodge")) )
{ /*
act("{5$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT);
act("{5$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats);
return;*/
chance -= 3 * (get_skill(victim,skill_lookup("dodge")) - chance);
}
/* now the attack */
if (number_percent() < chance )
{
act("{5$n sends you sprawling with a powerful bash!{x",
ch,NULL,victim,TO_VICT);
act("{5You slam into $N, and send $M flying!{x",ch,NULL,victim,TO_CHAR);
act("{5$n sends $N sprawling with a powerful bash.{x",
ch,NULL,victim,TO_NOTVICT);
check_improve(ch,skill_lookup("bash"),TRUE,1);
DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats);
victim->position = POS_RESTING;
damage(ch,victim,number_range(2,4 + 4 * ch->size + chance/20),skill_lookup("bash"),
DAM_BASH,FALSE);
if (RIDDEN(victim))
{
mount_success(RIDDEN(victim), victim, FALSE);
}
}
else
{
damage(ch,victim,0,skill_lookup("bash"),DAM_BASH,FALSE);
act("{5You fall flat on your face!{x",
ch,NULL,victim,TO_CHAR);
act("{5$n falls flat on $s face.{x",
ch,NULL,victim,TO_NOTVICT);
act("{5You evade $n's bash, causing $m to fall flat on $s face.{x",
ch,NULL,victim,TO_VICT);
check_improve(ch,skill_lookup("bash"),FALSE,1);
ch->position = POS_RESTING;
WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats * 3/2);
}
check_killer(ch,victim);
}
void do_dirt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,skill_lookup("dirt"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
|| (!IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("dirt"))))
{
send_to_char("You get your feet dirty.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't in combat!\n\r",ch);
return;
}
}
if ( MOUNTED(ch) )
{
send_to_char("You can't dirt while riding!\n\r", ch);
return;
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_BLIND))
{
act("$E's already been blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("Very funny.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat(ch,STAT_DEX);
chance -= 2 * get_curr_stat(victim,STAT_DEX);
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_INSIDE): chance -= 20; break;
case(SECT_CITY): chance -= 10; break;
case(SECT_FIELD): chance += 5; break;
case(SECT_FOREST): break;
case(SECT_HILLS): break;
case(SECT_MOUNTAIN): chance -= 10; break;
case(SECT_WATER_SWIM): chance = 0; break;
case(SECT_WATER_NOSWIM): chance = 0; break;
case(SECT_AIR): chance = 0; break;
case(SECT_DESERT): chance += 10; break;
}
if (chance == 0)
{
send_to_char("There isn't any dirt to kick.\n\r",ch);
return;
}
/* now the attack */
if (number_percent() < chance)
{
AFFECT_DATA af;
act("{5$n is blinded by the dirt in $s eyes!{x",victim,NULL,NULL,TO_ROOM);
act("{5$n kicks dirt in your eyes!{x",ch,NULL,victim,TO_VICT);
damage(ch,victim,number_range(2,5),skill_lookup("dirt"),DAM_NONE,FALSE);
send_to_char("{5You can't see a thing!{x\n\r",victim);
check_improve(ch,skill_lookup("dirt"),TRUE,2);
WAIT_STATE(ch,skill_table[skill_lookup("dirt")].beats);
af.where = TO_AFFECTS;
af.type = skill_lookup("dirt");
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
else
{
damage(ch,victim,0,skill_lookup("dirt"),DAM_NONE,TRUE);
check_improve(ch,skill_lookup("dirt"),FALSE,2);
WAIT_STATE(ch,skill_table[skill_lookup("dirt")].beats);
}
check_killer(ch,victim);
}
void do_trip( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,skill_lookup("trip"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
|| (!IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("trip"))))
{
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, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( MOUNTED(ch) )
{
send_to_char("You can't trip while riding!\n\r", ch);
return;
}
if (is_safe(ch,victim))
return;
if (IS_AFFECTED(victim,AFF_FLYING))
{
act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim->position < POS_FIGHTING)
{
act("$N is already down.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("{5You fall flat on your face!{x\n\r",ch);
WAIT_STATE(ch,2 * skill_table[skill_lookup("trip")].beats);
act("{5$n trips over $s own feet!{x",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("$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("{5$n trips you and you go down!{x",ch,NULL,victim,TO_VICT);
act("{5You trip $N and $N goes down!{x",ch,NULL,victim,TO_CHAR);
act("{5$n trips $N, sending $M to the ground.{x",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,skill_lookup("trip"),TRUE,1);
DAZE_STATE(victim,2 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[skill_lookup("trip")].beats);
victim->position = POS_RESTING;
damage(ch,victim,number_range(2, 2 + 2 * victim->size),skill_lookup("trip"),
DAM_BASH,TRUE);
}
else
{
damage(ch,victim,0,skill_lookup("trip"),DAM_BASH,TRUE);
WAIT_STATE(ch,skill_table[skill_lookup("trip")].beats*2/3);
check_improve(ch,skill_lookup("trip"),FALSE,1);
}
check_killer(ch,victim);
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\n\r", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$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;
}
if ( IS_NPC(victim))
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if(IS_WEREWOLF(ch) )
victim->turned = TRUE;
if(IS_WEREWOLF(victim) )
ch->turned = TRUE;
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, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (IS_NPC(ch))
sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr);
else
sprintf( buf, "Help! I am being attacked by %s!", ch->name );
do_function(victim, &do_yell, buf );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Backstab whom?\n\r",ch);
return;
}
if ( MOUNTED(ch) )
{
send_to_char("You can't backstab while riding!\n\r", ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You're facing the wrong end.\n\r",ch);
return;
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to backstab.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit / 3)
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[skill_lookup("backstab")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("backstab"))
|| ( get_skill(ch,skill_lookup("backstab")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("backstab"),TRUE,1);
multi_hit( ch, victim, skill_lookup("backstab") );
sound( "backstab1.wav", ch );
sound( "backstab1.wav", victim );
}
else
{
check_improve(ch,skill_lookup("backstab"),FALSE,1);
damage( ch, victim, 0, skill_lookup("backstab"),DAM_NONE,TRUE);
}
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
return;
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| number_range(0,ch->daze) != 0
|| ( IS_NPC(ch)
&& IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door, FALSE );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
{
send_to_char( "You flee from combat!\n\r", ch );
sound( "flee.wav", ch );
if( is_class(ch, 2)
&& (number_percent() < 3*(ch->level/2) ) )
send_to_char( "You snuck away safely.\n\r", ch);
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "PANIC! You couldn't escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, 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) && !is_same_group(ch,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[skill_lookup("rescue")].beats );
if ( number_percent( ) > get_skill(ch,skill_lookup("rescue")))
{
send_to_char( "You fail the rescue.\n\r", ch );
check_improve(ch,skill_lookup("rescue"),FALSE,1);
return;
}
act( "{5You rescue $N!{x", ch, NULL, victim, TO_CHAR );
act( "{5$n rescues you!{x", ch, NULL, victim, TO_VICT );
act( "{5$n rescues $N!{x", ch, NULL, victim, TO_NOTVICT );
check_improve(ch,skill_lookup("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;
int number = 0;
number = number_range( 0, 5 );
if ( !IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("kick")) )
{
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 ( MOUNTED(ch) )
{
send_to_char("You can't kick while riding!\n\r", ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("kick")].beats );
if ( get_skill(ch,skill_lookup("kick")) > number_percent())
{
damage(ch,victim,number_range( 50, ch->level + 100 / 2 ), skill_lookup("kick"),DAM_BASH,TRUE);
check_improve(ch,skill_lookup("kick"),TRUE,1);
if ( number <= 1 )
{
printf_to_char( ch, "{YYou make a series of lightning fast kicks right to %ss head!{x\n\r", victim->short_descr );
damage(ch,victim,number_range( 150, ch->level + 200 / 2 ), skill_lookup("kick"), DAM_BASH, TRUE );
damage(ch,victim,number_range( 150, ch->level + 200 / 2 ), skill_lookup("kick"), DAM_BASH, TRUE );
check_improve(ch,skill_lookup("kick"),TRUE,1);
}
}
else
{
damage( ch, victim, 0, skill_lookup("kick"),DAM_BASH,TRUE);
check_improve(ch,skill_lookup("kick"),FALSE,1);
}
check_killer(ch,victim);
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,skill_lookup("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,skill_lookup("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;
}
if (IS_AFFECTED(victim, AFF_VICEGRIP))
{
send_to_char ("Your opponent has an iron grip on their weapon! You have no chance!\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[skill_lookup("disarm")].beats );
disarm( ch, victim );
check_improve(ch,skill_lookup("disarm"),TRUE,1);
}
else
{
WAIT_STATE(ch,skill_table[skill_lookup("disarm")].beats);
act("{5You fail to disarm $N.{x",ch,NULL,victim,TO_CHAR);
act("{5$n tries to disarm you, but fails.{x",ch,NULL,victim,TO_VICT);
act("{5$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,skill_lookup("disarm"),FALSE,1);
}
check_killer(ch,victim);
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
void do_slay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Slay whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, 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( "{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR );
act( "{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT );
act( "{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim, ch );
return;
}
void do_engage(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
/* Check for skill. */
if ( (get_skill(ch,skill_lookup("engage")) == 0 )
|| ( !IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("engage") ) ) )
{
send_to_char("Engage? You're not even dating!\n\r",ch); /* Humor. :) */
return;
}
/* Must be fighting. */
if (ch->fighting == NULL)
{
send_to_char("You're not fighting anyone.\n\r",ch);
return;
}
one_argument( argument, arg );
/* Check for argument. */
if (arg[0] == '\0')
{
send_to_char("Engage who?\n\r",ch);
return;
}
/* Check for victim. */
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("Shadowbox some other time.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Attacking yourself in combat isn't a smart thing.\n\r",ch);
return;
}
if (ch->fighting == victim)
{
send_to_char("You're already pummelling that target as hard as you can!\n\r",ch);
return;
}
/* Check for safe. */
if (is_safe(ch, victim))
return;
/* Check for charm. */
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
/* This lets higher-level characters engage someone that isn't already fighting them.
Quite powerful. Raise level as needed. */
if ((victim->fighting != ch) && (ch->level < 2 ) )
{
send_to_char("But they're not fighting you!\n\r",ch);
return;
}
/* Get chance of success, and allow max 95%. */
chance = get_skill(ch,skill_lookup("engage"));
chance = UMIN(chance,95);
if (number_percent() < chance)
{
/* It worked! */
stop_fighting(ch,FALSE);
set_fighting(ch,victim);
if (victim->fighting == NULL)
set_fighting(victim,ch);
check_improve(ch,skill_lookup("engage"),TRUE,3);
act("$n has turned $s attacks toward you!",ch,NULL,victim,TO_VICT);
act("You turn your attacks toward $N.",ch,NULL,victim,TO_CHAR);
act("$n has turned $s attacks toward $N!",ch,NULL,victim,TO_NOTVICT);
}
else
{
/* It failed! */
send_to_char("You couldn't get your attack in.\n\r",ch);
check_improve(ch,skill_lookup("engage"),FALSE,3);
}
}
bool check_airmail_dir(CHAR_DATA* ch, ROOM_INDEX_DATA* to_room, EXIT_DATA* pexit)
{
return !(IS_SET(pexit->exit_info, EX_CLOSED) &&
(!IS_AFFECTED(ch, AFF_PASS_DOOR) ||
IS_SET(pexit->exit_info,EX_NOPASS))) ||
/* unenterable room */
(!is_room_owner(ch,to_room) && room_is_private(to_room)) ||
/* elemental difficulties.. */
((to_room->sector_type == SECT_AIR ||
to_room->sector_type == SECT_WATER_NOSWIM)
&& !IS_AFFECTED(ch,AFF_FLYING));
}
void airmail_damage(CHAR_DATA* ch, CHAR_DATA* victim, int num)
{
int amount = number_range(5 * victim->size, 5 * victim->size * (num + 1));
WAIT_STATE(ch, PULSE_VIOLENCE);
damage(ch,victim, amount, 0, DAM_BASH, FALSE);
check_killer(ch, victim);
}
void airmail_char(CHAR_DATA *ch, CHAR_DATA *victim, int door, CHAR_DATA* lst[], int* spectator_count, int num)
{
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
CHAR_DATA* target;
int s;
in_room = victim->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL )
{
send_to_char( "Try another direction.\n\r", ch );
return;
}
/* End of the line */
if(num <= 0)
{
/* It didn't go far.. */
if(in_room == ch->in_room)
{
act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR);
act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM);
}
act("$n lands in an unceremonious heap.", victim, NULL, NULL, TO_ROOM);
act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR);
send_to_char("Your journey is suddenly arrested by the floor.\n\r", victim);
/* Keep the spectators informed.. */
for(s = 0; s < *spectator_count; s++)
{
act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR);
}
airmail_damage(ch, victim, num);
}
else if(pexit == NULL || to_room == NULL)
{
if(in_room == ch->in_room)
{
act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR);
act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM);
}
act("$n crashes into the wall and lands in a disgruntled heap.", victim, NULL, NULL, TO_ROOM);
send_to_char("*CRUNCH* is the sound of you bouncing.\n\r", victim);
if(in_room == ch->in_room)
{
act("*CRUNCH* is the sound of $N bouncing.", ch, NULL, victim, TO_CHAR);
}
else
{
act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR);
for(s = 0; s < *spectator_count; s++)
{
act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR);
}
}
airmail_damage(ch, victim, num);
}
else if(!check_airmail_dir(ch, to_room, pexit))
{
act("$n gets a physics lesson from the $d and lands in a disgruntled heap.", victim, NULL, pexit->keyword, TO_ROOM);
act("OWCH! is the sound of you missing the $d.", victim, NULL, pexit->keyword, TO_CHAR);
if(in_room == ch->in_room)
{
act("Ooooh! With a neato crunch $N bounced!", ch, NULL, victim, TO_CHAR);
}
else
{
act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR);
for(s = 0; s < *spectator_count; s++)
{
act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR);
}
}
airmail_damage(ch, victim, num);
}
else
{
if(ch->fighting != NULL)
{
stop_fighting(ch, TRUE);
if(ch->position == POS_FIGHTING)
{
ch->position = POS_STANDING;
}
}
if(in_room == ch->in_room)
{
act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR);
act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM);
target = in_room->people;
while(target && *spectator_count < MAX_SPECTATORS)
{
if(target != ch && target != victim)
{
lst[(*spectator_count)++] = target;
}
target = target->next_in_room;
}
}
else
{
act("You hear swooshing noises to the $T.", ch, victim, dir_name[door], TO_CHAR);
}
act("$n cuts a perfect arc as $E sails $T.", victim, NULL, dir_name[door], TO_ROOM);
char_from_room(victim);
char_to_room(victim, to_room);
act("In a swoosh of air $n sails in looking quite confused.", victim, NULL, NULL, TO_ROOM);
do_look(victim, "auto");
target = to_room->people;
while(target)
{
if(target == victim)
{
target = target->next_in_room;
continue;
}
if((target->size + victim->size) * 10 > number_range(0, 200))
{
act("The $n smashes headlong into $N!", victim, NULL, target, TO_ROOM);
act("You smash into $N!", victim, NULL, target, TO_CHAR);
act("$n crashes into you!", victim, NULL, target, TO_VICT);
act("There is a confused shriek as the $N crashes into someone.", ch, NULL, victim, TO_CHAR);
for(s = 0; s < *spectator_count; s++)
{
act("There is a confused shriek as the $N crashes into someone.", lst[s], NULL, victim, TO_CHAR);
}
airmail_damage(victim, target, num);
airmail_damage(target, victim, num);
break;
}
target = target->next_in_room;
}
if(!target)
{
/* Add spectators in this room */
target = to_room->people;
while(target && *spectator_count < MAX_SPECTATORS)
{
if(target != ch && target != victim)
{
lst[(*spectator_count)++] = target;
}
target = target->next_in_room;
}
/* recurse to keep going */
airmail_char(ch, victim, door, lst, spectator_count, num - 1);
}
}
return;
}
void do_throw(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
char* tmp;
int door;
int force = 3;
CHAR_DATA* lst[MAX_SPECTATORS];
int spectator_count = 0;
int movem = (ch->level +5) / 2;
/* Get a victim */
tmp = one_argument(argument,arg);
victim = get_char_room(ch, NULL, arg);
if (victim == NULL)
{
send_to_char("Who do you want to throw?\n\r",ch);
return;
}
if (victim->level >= LEVEL_IMMORTAL )
{
send_to_char( "Are you stupid?\n\r", ch );
return;
}
if ( ch->fighting != '\0' || victim->fighting != '\0' )
{
send_to_char( "Try doing it when neither one of you are fighting.\n\r", ch );
return;
}
/* Figure out how far we can throw this sucker */
/* Heavily weighted for physical size */
force = URANGE(0,
(get_curr_stat(ch, STAT_STR) / 5) - ((victim->size - ch->size) * 2), 5);
/* Heh, not very far at all.. */
if(force <= 0)
{
/* Oops, ya done pissed 'em off */
send_to_char("You grunt and heave but they refuse to budge!\r\n", ch);
damage(ch,victim,0,TYPE_UNDEFINED,DAM_BASH,FALSE);
return;
}
if ( ch->move < movem )
{
printf_to_char( ch, "You need at least %d movement to throw anything!\n\r", movem );
return;
}
/* Get a direction or pick one.. */
one_argument(tmp, arg);
if(arg[0] == '\0')
door = number_door();
if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0;
else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1;
else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2;
else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3;
else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4;
else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5;
else door = number_door();
airmail_char(ch, victim, door, lst, &spectator_count, force);
ch->move -= movem;
}
void do_whirlwind( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *pChar;
CHAR_DATA *pChar_next;
OBJ_DATA *wield;
bool found = FALSE;
if ( !IS_NPC( ch )
&& !can_use_skpell( ch, skill_lookup("whirlwind") ) )
{
send_to_char( "You don't know how to do that...\n\r", ch );
return;
}
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
{
send_to_char( "You need to wield a weapon first...\n\r", ch );
return;
}
act( "$n holds $p firmly, and starts spinning round...", ch, wield, NULL, TO_ROOM );
act( "You hold $p firmly, and start spinning round...", ch, wield, NULL, TO_CHAR );
pChar_next = NULL;
for ( pChar = ch->in_room->people; pChar; pChar = pChar_next )
{
pChar_next = pChar->next_in_room;
if ( IS_NPC( pChar ) )
{
found = TRUE;
act( "$n turns towards YOU!", ch, NULL, pChar, TO_VICT );
multi_hit( ch, pChar, skill_lookup("whirlwind") );
}
}
if ( !found )
{
act( "$n looks dizzy, and a tiny bit embarassed.", ch, NULL, NULL, TO_ROOM );
act( "You feel dizzy, and a tiny bit embarassed.", ch, NULL, NULL, TO_CHAR );
}
WAIT_STATE( ch, skill_table[skill_lookup("whirlwind")].beats );
if ( !found && number_percent() < 20 )
{
act( "$n loses $s balance and falls into a heap.", ch, NULL, NULL, TO_ROOM );
act( "You lose your balance and fall into a heap.", ch, NULL, NULL, TO_CHAR );
ch->position = POS_STUNNED;
}
return;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( !IS_NPC( ch )
&& !can_use_skpell( ch, skill_lookup("circle") ) )
{
send_to_char( "You don't know how to do 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, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("You try and circle yourself but you just fall down.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to circle.\n\r", ch );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[skill_lookup("circle")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("circle"))
|| ( get_skill(ch,skill_lookup("circle")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("circle"),TRUE,1);
multi_hit( ch, victim, skill_lookup("circle") );
}
else
{
check_improve(ch,skill_lookup("circle"),FALSE,1);
damage( ch, victim, 0, skill_lookup("circle"),DAM_NONE,TRUE);
}
return;
}
void do_surrender( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *mob;
if ( (mob = ch->fighting) == NULL )
{
send_to_char( "But you're not fighting!\n\r", ch );
return;
}
act( "You surrender to $N!", ch, NULL, mob, TO_CHAR );
act( "$n surrenders to you!", ch, NULL, mob, TO_VICT );
act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT );
stop_fighting( ch, TRUE );
if ( !IS_NPC( ch ) && IS_NPC( mob )
&& ( !HAS_TRIGGER_MOB( mob, TRIG_SURR )
|| !p_percent_trigger( mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR ) ) )
{
act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR );
multi_hit( mob, ch, TYPE_UNDEFINED );
}
}
bool check_critical(CHAR_DATA *ch, CHAR_DATA *victim)
{
OBJ_DATA *obj;
obj = get_eq_char(ch,WEAR_WIELD);
if (
( get_eq_char(ch,WEAR_WIELD) == NULL ) ||
( get_skill(ch,skill_lookup("critical strike")) < 1 ) ||
( get_weapon_skill(ch,get_weapon_sn(ch)) != 100 ) ||
( number_range(0,100) > get_skill(ch,skill_lookup("critical strike")) )
)
return FALSE;
if ( number_range(0,100) > 5 )
return FALSE;
act("$p CRITICALLY STRIKES $n!",victim,obj,NULL,TO_NOTVICT);
act("CRITICAL STRIKE!",ch,NULL,victim,TO_VICT);
check_improve(ch,skill_lookup("critical strike"),TRUE,6);
return TRUE;
}
bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)
{
int chance;
int dam_type;
OBJ_DATA *wield;
if ( ( get_eq_char(victim, WEAR_WIELD) == NULL ) ||
( !IS_AWAKE(victim) ) ||
( !can_see(victim,ch) ) ||
( get_skill(victim,skill_lookup("counter")) < 1 )
)
return FALSE;
wield = get_eq_char(victim,WEAR_WIELD);
chance = get_skill(victim,skill_lookup("counter")) / 8; /* changed to 8 and 4 respectively */
chance += ( victim->level - ch->level ) / 4;
chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX));
chance += get_weapon_skill(victim,get_weapon_sn(victim)) -
get_weapon_skill(ch,get_weapon_sn(ch));
chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) );
if ( number_percent( ) >= chance )
return FALSE;
dt = skill_lookup("counter");
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;
act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT );
act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR );
damage(victim,ch,dam/2, skill_lookup("counter") , dam_type ,TRUE ); /* DAM MSG NUMBER!! */
check_improve(victim,skill_lookup("counter"),TRUE,6);
return TRUE;
}
void do_warcry(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
if (IS_NPC(ch) ||
!can_use_skpell( ch, skill_lookup("warcry") ) )
{
send_to_char( "You don't know how to warcry.\n\r", ch );
return;
}
if (is_affected(ch, skill_lookup("warcry")))
{
send_to_char("You are already affected by warcry.\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You can't concentrate enough right now.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("warcry")].beats );
if (number_percent() > ch->pcdata->learned[skill_lookup("warcry")])
{
send_to_char("You grunt softly.\n\r", ch);
act("$n makes some soft grunting noises.", ch, NULL, NULL, TO_ROOM);
return;
}
ch->mana -= 30;
af.where = TO_AFFECTS;
af.type = skill_lookup("warcry");
af.level = ch->level;
af.duration = 6+ch->level;
af.location = APPLY_HITROLL;
af.modifier = ch->level / 8;
af.bitvector = 0;
affect_to_char( ch, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - ch->level / 8;
affect_to_char( ch, &af );
send_to_char( "You feel righteous as you yell out your warcry.\n\r", ch );
return;
}
void do_assassinate( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( !IS_NPC( ch )
&& !can_use_skpell( ch, skill_lookup("assassinate") ) )
{
send_to_char( "You don't know to assassinate.\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, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "You can't assassinate yourself!\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to assassinate.\n\r", ch );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[skill_lookup("assassinate")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("assassinate"))
|| ( get_skill(ch,skill_lookup("assassinate")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("assassinate"),TRUE,1);
multi_hit( ch, victim, skill_lookup("assassinate") );
}
else
{
check_improve(ch,skill_lookup("assassinate"),FALSE,1);
damage( ch, victim, 0, skill_lookup("assassinate"),DAM_NONE,TRUE);
}
return;
}
void crowd_brawl(CHAR_DATA *ch)
{
CHAR_DATA *rch, *rch_next, *vch, *vch_next;
CHAR_DATA *is_fighting[45];
SHOP_DATA *pshop;
int chance;
int counter;
int to_fight;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
chance = number_range(1,250);
if ((rch->fighting == NULL)
&&((!IS_IMMORTAL(rch) && !IS_NPC(rch))
||(IS_NPC(rch)
&&!(IS_SET(rch->act,ACT_TRAIN)
|| IS_SET(rch->act,ACT_PRACTICE)
|| IS_SET(rch->act,ACT_IS_HEALER)
|| IS_SET(rch->act,ACT_IS_CHANGER)
|| ((pshop = rch->pIndexData->pShop) != NULL))))
&&IS_AWAKE(rch)
&&(chance <= 5))
{
counter = 0;
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ((vch->fighting != NULL) && (counter <= 44))
{
is_fighting[counter] = vch;
++counter;
if ((IS_NPC(vch)) && (counter <= 44))
{
is_fighting[counter] = vch;
++counter;
}
if ((IS_NPC(vch)) && (counter <= 44))
{
is_fighting[counter] = vch;
++counter;
}
}
}
to_fight = number_range(1,counter);
to_fight -= 1;
if (!IS_NPC(rch) && !IS_NPC(is_fighting[to_fight]))
{
if (is_same_clan(rch,is_fighting[to_fight]))
continue;
if (((UMAX(rch->level,is_fighting[to_fight]->level) -
UMIN(rch->level,is_fighting[to_fight]->level)) > 7)
||(is_fighting[to_fight]->level < 10))
continue;
}
else if (IS_NPC(rch))
{
if (rch->pIndexData->vnum == 3708)
continue;
}
if (IS_IMMORTAL(is_fighting[to_fight]))
continue;
if ((rch->position <= POS_RESTING) && (chance > 1))
continue;
/* gotta see them to attack them */
if (!can_see(rch,is_fighting[to_fight]))
continue;
/* not against group members */
if (is_same_group(rch,is_fighting[to_fight]))
continue;
/* charmed mobs and pets, whether grouped or not */
if (IS_AFFECTED(rch,AFF_CHARM)
&&((rch->master == is_fighting[to_fight])
||(is_fighting[to_fight]->master == rch)
||(is_fighting[to_fight]->master == rch->master)))
continue;
if (IS_SET(rch->act,ACT_PET)
&&((rch->master == is_fighting[to_fight])
||(is_fighting[to_fight]->master == rch)
||(is_fighting[to_fight]->master == rch->master)))
continue;
if (is_fighting[to_fight] != NULL)
{
rch->fighting = is_fighting[to_fight];
rch->position = POS_FIGHTING;
act("You find yourself caught up in the brawl!",rch,NULL,NULL,TO_CHAR);
act("$n finds $mself involved in the brawl.",rch,NULL,NULL,TO_ROOM);
}
else
bug("Crowd_brawl - person to fight is NULL.", 0);
}
}
return;
}
bool check_steel_skin(CHAR_DATA *ch,CHAR_DATA *victim )
{
if ( !IS_AFFECTED2(victim, AFF_STEEL_SKIN) )
return FALSE;
if (victim->subtype > 0)
{
xact_new( "{i$n's attack bounces off your steel skin.{x",ch,NULL,victim,TO_VICT, POS_RESTING, SUPPRESS_DODGE );
xact_new( "{hYour attack bounces off $N's steel skin.{x",ch,NULL,victim,TO_CHAR, POS_RESTING, SUPPRESS_DODGE );
victim->subtype--;
if(victim->subtype<=0)
{
send_to_char("{xYour skin feels soft once again.\n\r",victim);
affect_strip(victim,skill_lookup("steel skin"));
}
return TRUE;
}
return FALSE;
}
void do_bloodlust( CHAR_DATA *ch, char *argument)
{
int chance, hp_percent;
if ((chance = get_skill(ch,skill_lookup("bloodlust"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BLOODLUST))
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("bloodlust") ) ) )
{
send_to_char("{hYou try to become consumed but nothing happens.{x\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("{hYou're feeling too mellow.{x\n\r",ch);
return;
}
if (IS_AFFECTED2(ch,AFF_BLOODLUST))
{
send_to_char("{hYou are already consumed!{x\n\r",ch);
return;
}
if (ch->position == POS_FIGHTING)
chance += 10;
hp_percent = 100 * ch->hit/ch->max_hit;
chance += 25 - hp_percent/2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->hit *= .90;
ch->move *= .90;
send_to_char("You shed your blood and feel battle lust take over!{x\n\r",ch);
act("{k$n sheds some blood and is consumed by battle lust!{x",ch,NULL,NULL,TO_ROOM);
check_improve(ch,skill_lookup("bloodlust"),TRUE,2);
af.where = TO_AFFECTS2;
af.type = skill_lookup("bloodlust");
af.level = ch->level;
af.duration = number_fuzzy(ch->level / 7);
af.modifier = ch->level / 2 ;
af.bitvector = AFF_BLOODLUST;
af.location = APPLY_HITROLL;
affect_to_char(ch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(ch,&af);
}
else
{
WAIT_STATE(ch,3 * PULSE_VIOLENCE);
ch->hit *= .95;
send_to_char("{hYou shed some blood but nothing happens.{x\n\r",ch);
check_improve(ch,skill_lookup("bloodlust"),FALSE,2);
}
}
void do_nature(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
if ( get_skill(ch,skill_lookup("nature")) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("nature") )))
{
send_to_char("You scream at the top of your lungs!\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("{hYou're feeling to mellow.{x\n\r",ch);
return;
}
if ( is_affected(ch, skill_lookup("nature")))
{
send_to_char("You are already as wild as possible.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("nature")].beats );
if (number_percent() > ch->pcdata->learned[skill_lookup("nature")])
{
act("$n throws back $s head and howls loudly.", ch, NULL, NULL, TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = skill_lookup("nature");
af.level = ch->level;
af.duration = ch->level / 5;
af.location = APPLY_AC;
af.modifier = 0 - ch->level;
af.bitvector = 0;
affect_to_char( ch, &af );
af.where = TO_AFFECTS;
af.type = skill_lookup("nature");
af.level = ch->level;
af.duration = ch->level / 5;
af.location = APPLY_HITROLL;
af.modifier = ch->level / 3;
af.bitvector = 0;
affect_to_char( ch, &af );
af.where = TO_AFFECTS;
af.type = skill_lookup("nature");
af.level = ch->level;
af.duration = ch->level / 5;
af.location = APPLY_DAMROLL;
af.modifier = ch->level / 3;
af.bitvector = 0;
affect_to_char( ch, &af );
send_to_char("You focus and feel the beast within come forth!\n\r",ch);
return;
}
void do_knee( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int dam;
if ( !IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("knee") ) )
{
send_to_char("You better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("knee")].beats );
if ( get_skill(ch,skill_lookup("knee")) > number_percent())
{
check_improve(ch,skill_lookup("knee"),TRUE,1);
act( "{i$n grabs your head and slams their knee into your face.{x", ch, NULL, victim, TO_VICT);
act( "{hYou grab $N and slam your knee into their face.{x", ch, NULL, victim, TO_CHAR);
act( "{k$n grabs $N and slams $s knee into their face.{x", ch, NULL, victim, TO_NOTVICT);
dam = number_range ( (ch->level * 7 ), ( 250 ));
damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE);
damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE);
damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE);
}
else
{
check_improve(ch,skill_lookup("knee"),FALSE,1);
act( "{i$n tries to knee you and misses.{x", ch, NULL, victim, TO_VICT);
act( "{hYou try to knee $N and miss.{x", ch, NULL, victim, TO_CHAR);
act( "{k$n tries to knee $N and misses.{x", ch, NULL, victim, TO_NOTVICT);
damage( ch, victim, 0, skill_lookup("knee"),DAM_BASH,TRUE);
}
return;
}
void do_srush( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
OBJ_DATA *obj;
int dam;
int chance;
one_argument( argument, arg );
if ( get_skill(ch,skill_lookup("srush")) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("srush") ) ) )
{
send_to_char("Shield Rush? What's that?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't fighting anyone!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Very funny.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if ( (obj = get_eq_char( ch, WEAR_SHIELD ) )== NULL )
{
send_to_char("You need a shield for this manuever.\n\r",ch);
return;
}
/* modifiers */
/* size and weight */
chance = ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat(ch,STAT_STR);
chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3;
chance -= GET_AC(victim,AC_BASH) /25;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 30;
/* level */
chance += (ch->level - victim->level);
WAIT_STATE( ch, skill_table[skill_lookup("srush")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("srush"))
|| ( get_skill(ch,skill_lookup("srush")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("srush"),TRUE,3);
act( "{i$n knocks you off your feet with $s shield.{x", ch, NULL, victim, TO_VICT);
act( "{hYou knock $N off there feet with your shield.{x", ch, NULL, victim, TO_CHAR);
act( "{k$n knocks $N of $S feet with there shield.{x", ch, NULL, victim, TO_NOTVICT);
dam = dice( 425 + 25, 25 );
damage( ch, victim, dam, skill_lookup("srush"),DAM_BASH,TRUE);
DAZE_STATE(victim,2 * PULSE_VIOLENCE);
victim->position = POS_RESTING;
}
else
{
check_improve(ch,skill_lookup("srush"),FALSE,3);
act( "{i$n tries to knock you off your feet.{x", ch, NULL, victim, TO_VICT);
act( "{hYou try to knock $N off $S feet.{x", ch, NULL, victim, TO_CHAR);
act( "{k$n tries to knock $N off $S feet.{x", ch, NULL, victim, TO_NOTVICT);
damage( ch, victim, 0, skill_lookup("srush"),DAM_BASH,TRUE);
}
return;
}
bool check_phase( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
chance = get_skill(victim,skill_lookup("phase")) / 2;
if (!can_see(victim,ch))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
xact_new( "Your body phases to avoid $n's attack.", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_DODGE );
xact_new( "$N's body phases to avoid your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_DODGE );
check_improve(victim,skill_lookup("phase"),TRUE,6);
return TRUE;
}
void do_spin( CHAR_DATA *ch, char *argument )
{
char arg[MIL];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance;
one_argument( argument, arg );
if ( get_skill(ch,skill_lookup("spin")) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("spin") ) ) )
{
send_to_char("You can't do a spinning slash attack.\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, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a primary weapon to do a spinning slash attack.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("spin")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("spin"))
|| ( get_skill(ch,skill_lookup("spin")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("spin"),TRUE,1);
act( "{i$n hits you with a spinning slash attack!{x", ch, NULL, victim, TO_VICT);
act( "{hYour spinning slash attack strikes $N resulting in lots of blood!{x", ch, NULL, victim, TO_CHAR);
act( "{k$n strikes $N with a spinning slash attack.{x", ch, NULL, victim, TO_NOTVICT);
multi_hit( ch, victim, skill_lookup("spin") );
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL)
{
return;
}
if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{
return;
}
chance = (get_skill(ch,skill_lookup("disarm"))/2);
if (number_percent() <= chance )
{
chance = (get_skill(ch,skill_lookup("disarm"))/2);
if (number_percent() <= chance )
act("{7Unable to block $n's spinning slash attack, your weapon tears free!{x",ch,NULL,victim,TO_VICT);
act("{7$N's weapon breaks free as you hit them with a spinning slash attack!{x",ch,NULL,victim,TO_CHAR);
check_improve(ch,skill_lookup("disarm"),TRUE,1);
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);
}
}
}
else
{
check_improve(ch,skill_lookup("spin"),FALSE,1);
act( "{i$n tries to hit you with a spinning slash attack.{x", ch, NULL, victim, TO_VICT);
act( "{h$N dodges your spinning slash attack.{x", ch, NULL, victim, TO_CHAR);
act( "{k$n does a spinnning slash attack on $N .{x", ch, NULL, victim, TO_NOTVICT);
damage( ch, victim, 0, skill_lookup("spin"),DAM_NONE,TRUE);
}
return;
}
void do_rage( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *pChar;
CHAR_DATA *pChar_next;
OBJ_DATA *wield;
int chance;
chance = number_range( 1, 100);
if ( get_skill(ch,skill_lookup("rage")) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("rage") ) ) )
{
send_to_char( "You don't know how to do that...\n\r", ch );
return;
}
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
{
send_to_char( "You need to wield a weapon first...\n\r", ch );
return;
}
act( "In a rage $n attacks everyone in the room!", ch, wield, NULL, TO_ROOM );
act( "In a rage you attack everything in the room!", ch, wield, NULL, TO_CHAR );
for ( pChar = char_list; pChar != NULL; pChar = pChar_next )
{
pChar_next = pChar->next;
if ( pChar->in_room == NULL )
continue;
if ( pChar->in_room == ch->in_room )
{
if (is_safe(ch,pChar))
return;
if ( pChar != ch && !is_safe_spell(ch,pChar,TRUE))
{
if (is_same_group(pChar,ch) )
{
continue;
}
WAIT_STATE( ch, skill_table[skill_lookup("rage")].beats );
act( "$n turns towards YOU!", ch, NULL, pChar, TO_VICT );
check_improve(ch,skill_lookup("rage"),TRUE,4);
multi_hit( ch, pChar, skill_lookup("rage") );
if (chance < 15)
{
act( "$n spins back toward YOU!", ch, NULL, pChar, TO_VICT );
act( "$n spins back to attack again!", ch, wield, NULL, TO_ROOM );
act( "You spin back to attack again!", ch, wield, NULL, TO_CHAR );
multi_hit( ch, pChar, skill_lookup("rage") );
continue;
}
}
}
}
return;
}
//Stances by Majik
void do_stance (CHAR_DATA * ch, char *argument)
{
char arg[MAX_STRING_LENGTH];
char *stances = "neutral aggressive defensive";
argument = one_argument (argument, arg);
if (IS_NPC (ch))
{
send_to_char ("Only players can change stance.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char ("Switch to which stance?\n\r", ch);
printf_to_char( ch, "Valid stances are: %s\n\r", stances );
return;
}
else
{
if (!str_prefix (arg, "neutral"))
{
ch->stance = 0;
ch->stance_hit_bonus = 0;
ch->stance_ac_bonus = 0;
send_to_char ("You are in a neutral stance.\n\r", ch);
return;
}
else if (!str_prefix (arg, "aggressive"))
{
ch->stance = 1;
ch->stance_hit_bonus = ch->hitroll/2;
ch->stance_ac_bonus = ch->armor[1]/4;
send_to_char ("You are in an aggressive stance.\n\r", ch);
return;
}
else if (!str_prefix (arg, "defensive"))
{
ch->stance = 2;
ch->stance_hit_bonus = (ch->hitroll/4) * -1;
ch->stance_ac_bonus = (ch->armor[1]/2) * -1;
send_to_char ("You are in an defensive stance.\n\r", ch);
return;
}
else
{
send_to_char ("Valid stances are aggressive neutral and defensive.\n\r", ch);
return;
}
}
}
/* Bowfire code -- actual firing function */
void do_fire( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
OBJ_DATA *arrow;
OBJ_DATA *bow;
ROOM_INDEX_DATA *was_in_room;
EXIT_DATA *pexit;
int dam ,door ,chance;
bow = get_eq_char(ch, WEAR_WIELD);
if (bow == NULL)
{
send_to_char("{WWhat are you going to do, throw the arrow at them?{x\n\r", ch);
return;
}
if (bow->value[0] != WEAPON_BOW)
{
send_to_char("{WYou might want to use a bow to fire that arrow with{x\n\r", ch);
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "{WFire an arrow at who?{x\n\r", ch );
return;
}
if (!str_cmp(arg, "none") || !str_cmp(arg, "self") || victim == ch)
{
send_to_char("{WHow exactly did you plan on firing an arrow at yourself?{x\n\r", ch );
return;
}
if ( ( arrow = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "{WYou hold nothing in your hand.{x\n\r", ch );
return;
}
if ( arrow->item_type != ITEM_ARROW )
{
send_to_char( "{WYou can only a fire arrows or quarrels.{x\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "{WFire at whom or what?{x\n\r", ch );
return;
}
}
else
{
/* See if who you are trying to shoot at is nearby... */
if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL)
{
was_in_room = ch->in_room;
for( door=0 ; door<=5 && victim==NULL ; door++ )
{
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& pexit->u1.to_room != was_in_room
&& !strcmp( pexit->u1.to_room->area->name ,
was_in_room->area->name ) )
{
ch->in_room = pexit->u1.to_room;
victim = get_char_room ( ch, NULL, arg );
}
}
ch->in_room = was_in_room;
if(victim==NULL)
{
send_to_char( "{WYou can't find it.{x\n\r", ch );
return;
}
else
{ if(IS_SET(pexit->exit_info,EX_CLOSED))
{ send_to_char("{WYou can't fire through a door.{x",ch);
return;
}
}
}
}
if((ch->in_room) == (victim->in_room))
{
send_to_char("{WDon't you think that standing a bit further away would be wise?{x\n\r", ch);
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if(arrow->item_type== ITEM_ARROW )
{
if ( victim != NULL )
{
act( "{W$n {Wfires $p {Wat $N{W.{x", ch, arrow, victim, TO_NOTVICT );
act( "{WYou fire $p {Wat $N{W.{x", ch, arrow, victim, TO_CHAR );
act( "{W$N {Wfires $p {Wat you.{x",ch, arrow, victim, TO_VICT );
}
if (ch->level < arrow->level
|| number_percent() >= 20 + get_skill(ch,skill_lookup("bow")) * 4/5 )
{
act( "{WYou fire $p {Wmissing, and it lands harmlessly on the ground.{x",
ch, arrow,NULL,TO_CHAR);
act( "{W$r fires $p {Wmissing, and it lands harmlessly on the ground.{x",
ch, arrow,NULL,TO_ROOM);
obj_from_char(arrow);
obj_to_room(arrow, victim->in_room);
check_improve(ch,skill_lookup("bow"),FALSE,2);
}
else
{
chance=dice(1,10);
switch (chance)
{
case 1 :
case 2 :
case 3 :
case 4 :
case 5 :
case 6 :
obj_from_char(arrow);
obj_to_char(arrow, victim);
wear_obj(victim, arrow,TRUE);
dam = dice(arrow->value[1],arrow->value[2]);
damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE );
check_improve(ch,skill_lookup("bow"),TRUE,2);
break;
case 7 :
case 8 :
case 9 :
obj_from_char(arrow);
obj_to_char(arrow, victim);
wear_obj(victim, arrow,TRUE);
dam = 3 * ( dice(arrow->value[1],arrow->value[2]))/2;
damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE );
check_improve(ch,skill_lookup("bow"),TRUE,2);
break;
case 10 :
obj_from_char(arrow);
obj_to_char(arrow, victim);
wear_obj(victim, arrow,TRUE);
dam = 2 * ( dice(arrow->value[1],arrow->value[2]));
damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE );
check_improve(ch,skill_lookup("bow"),TRUE,2);
break;
}
}
}
return;
}
void do_gouge( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,skill_lookup("gouge"))) == 0
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("gouge") ) ) )
{
send_to_char("You don't know how to gouge.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't in combat!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_BLIND))
{
act("$E's already been blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("Very funny.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
return;
}
chance += get_curr_stat(ch,STAT_DEX);
chance -= 2 * get_curr_stat(victim,STAT_DEX);
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 25;
chance += (ch->level - victim->level) * 2;
if (chance % 5 == 0)
chance += 1;
if (number_percent() < chance)
{
AFFECT_DATA af;
act("$n is blinded by a poke in the eyes!{x",victim,NULL,NULL,TO_ROOM);
act("$n gouges at your eyes!",ch,NULL,victim,TO_VICT);
damage(ch,victim,number_range(50,75),skill_lookup("gouge"),DAM_NONE,FALSE);
send_to_char("You see nothing but stars!\n\r",victim);
check_improve(ch,skill_lookup("gouge"),TRUE,2);
WAIT_STATE(ch,skill_table[skill_lookup("gouge")].beats);
af.where = TO_AFFECTS;
af.type = skill_lookup("gouge");
af.level = (ch->level + 10) /2;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
else
{
damage(ch,victim,0,skill_lookup("gouge"),DAM_NONE,TRUE);
check_improve(ch,skill_lookup("gouge"),FALSE,2);
WAIT_STATE(ch,skill_table[skill_lookup("gouge")].beats);
}
}
void do_tithe( CHAR_DATA *ch, char *argument )
{
int cost;/* amount of gold needed */
int fillup;/* amount of mana needed */
int paid;/*Full Amount Player can pay*/
int pumped;/*Amount of mana to be given back*/
int manacost = 3;
if ( !IS_NPC( ch )
&& !can_use_skpell( ch, skill_lookup("tithe") ) )
{
send_to_char("You need a deity first!\n\r", ch);
return;
}
if (ch->mana >= ch->max_mana)
{
ch->mana = ch->max_mana;
send_to_char("You're already at full mana!\n\r", ch);
return;
}
fillup = ch->max_mana - ch->mana;
cost = fillup * manacost;
if (ch->gold >= cost)
{
printf_to_char( ch, "Thank you for your tithing of %d gold!\n\r", cost );
ch->mana = ch->max_mana;
ch->gold -= cost;
return;
}
cost = ch->gold;
paid = (cost-(cost % manacost));
pumped = paid/manacost;
if(pumped > 0)
{
printf_to_char( ch, "Thank you for the tithing of %d gold!\n\r", paid );
ch->mana += pumped;
ch->gold -= paid;
return;
}
return;
}
void do_sharpen(CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
AFFECT_DATA af;
int percent, skill;
argument = one_argument(argument, arg1);
if (arg1[0] == '\0')
{
send_to_char("Sharpen what weapon?\n\r",ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You do not have that weapon in your inventory.\n\r", ch );
return;
}
if ((skill = get_skill(ch, skill_lookup("sharpen"))) < 1)
{
send_to_char("You don't have enough skill to enhance the edge of your weapon.\n\r",ch);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if(IS_WEAPON_STAT(obj,WEAPON_SHARP))
{
act("$p has already been sharpened.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if(percent < skill)
{
WAIT_STATE(ch,PULSE_VIOLENCE);
af.where = TO_WEAPON;
af.type = skill_lookup("sharpen");
af.level = ch->level/2;
af.duration = 8;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_SHARP;
affect_to_obj(obj,&af);
act("$n silently sharpens the edge of $p.",ch,obj,NULL,TO_ROOM);
act("you sharpen the edge of $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,skill_lookup("sharpen"),TRUE,3);
}
else
{
WAIT_STATE(ch,2 * PULSE_VIOLENCE);
send_to_char("Your attempt to sharpen your weapon fails.\n\r",ch);
check_improve(ch,skill_lookup("sharpen"),FALSE,2);
}
}
}
void do_cleave( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
if ( MOUNTED(ch) )
{
send_to_char("You can't cleave while riding!\n\r", ch);
return;
}
one_argument( argument, arg );
if ( !IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("cleave") ) )
{
send_to_char("You don't know how to cleave.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Cleave whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to cleave.\n\r", ch );
return;
}
if ( (victim->hit < (0.9 * victim->max_hit)) &&
(IS_AWAKE(victim)) )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("cleave")].beats );
if ( !IS_AWAKE(victim)
|| IS_NPC(ch)
|| number_percent( ) < get_skill(ch,skill_lookup("cleave")) )
{
check_improve(ch,skill_lookup("cleave"),TRUE,1);
multi_hit(ch,victim,skill_lookup("cleave"));
}
else
{
check_improve(ch,skill_lookup("cleave"),FALSE,1);
damage( ch, victim, 0, skill_lookup("cleave"),DAM_NONE, TRUE );
}
return;
}
void do_blackjack(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
AFFECT_DATA af;
int chance;
if ( MOUNTED(ch) )
{
send_to_char("You can't blackjack while riding!\n\r", ch);
return;
}
if ( IS_NPC(ch) ||
!can_use_skpell( ch, skill_lookup("blackjack") ) )
{
send_to_char("You can't do that.\n\r",ch);
sound( "ycant.wav", ch );
return;
}
if ( (victim = get_char_room(ch,NULL,argument)) == NULL)
{
send_to_char("You do not see that person here.\n\r",ch);
return;
}
if (ch == victim)
{
send_to_char("Why do you want to blackjack yourself?\n\r",ch);
return;
}
if ( IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You don't want to hit your master over the head!\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_SLEEP))
{
act("$E is already asleep.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_safe(ch,victim))
return;
WAIT_STATE(ch,skill_table[skill_lookup("blackjack")].beats);
chance = 0.5 * get_skill(ch,skill_lookup("blackjack"));
chance += URANGE( 0, (get_curr_stat(ch,STAT_DEX)-20)*2, 10);
chance += can_see(victim, ch) ? 0 : 5;
if ( IS_NPC(victim) )
if ( victim->pIndexData->pShop != NULL )
chance -= 40;
if (IS_NPC(ch) ||
number_percent() < chance)
{
act("You hit $N on the head as hard as you can and watch them fall to the ground with a thud.",
ch,NULL,victim,TO_CHAR);
act("You feel a sudden pain erupting through your skull as your hit on the head!",
ch,NULL,victim,TO_VICT);
act("$n smacks $N as hard as $S can on the back of the head causing them to fall on the ground in a heap!",
ch,NULL,victim,TO_NOTVICT);
check_improve(ch,skill_lookup("blackjack"),TRUE,1);
af.type = skill_lookup("blackjack");
af.where = TO_AFFECTS;
af.level = ch->level;
af.duration = number_range( 1, 2 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join ( victim,&af );
if (IS_AWAKE(victim))
victim->position = POS_SLEEPING;
}
else
{
printf_to_char( ch, "You try desperately to hit %s over the back of the head but fail miserably!\n\r", victim->name );
damage(ch,victim,ch->level / 2,skill_lookup("blackjack"),DAM_NONE, TRUE);
check_improve(ch,skill_lookup("blackjack"),FALSE,1);
}
}
void do_stake( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,skill_lookup("stake"))) &&
!can_use_skpell( ch, skill_lookup("stake")))
{
send_to_char("Stake? What's that?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("Stake What undead??\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (!IS_NPC(victim) && !IS_VAMPIRE( victim ) )
{
send_to_char("You cannot stake someone who isn't a vampire.\n\r",ch);
return;
}
if (IS_NPC(victim) && (!is_name("vampire",victim->name) &&
!is_name("undead", victim->name) &&
!is_name("zombie", victim->name) &&
!is_name("corpse", victim->name)))
{
send_to_char("You cannot stake this mob.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("You aren't undead.. you cannot stake yourself.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance -= GET_AC(victim,AC_PIERCE) /25;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 10;
/* level */
chance += (ch->level - victim->level);
/* now the attack */
if (number_percent() < chance )
{
act("$n has stuck a stake in your heart!",
ch,NULL,victim,TO_VICT);
act("You slam a stake into $N!",ch,NULL,victim,TO_CHAR);
act("$n shoves a stake into $N .",
ch,NULL,victim,TO_NOTVICT);
check_improve(ch,skill_lookup("stake"),TRUE,1);
DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[skill_lookup("stake")].beats);
victim->position = POS_RESTING;
damage(ch,victim,((ch->level*(dice((int)ch->level/4,6))) + ch->level),skill_lookup("stake"),
DAM_PIERCE,TRUE);
}
else
{
damage(ch,victim,0,skill_lookup("stake"),DAM_PIERCE,TRUE);
act("You fall flat on your face!",
ch,NULL,victim,TO_CHAR);
act("$n falls flat on $s face.",
ch,NULL,victim,TO_NOTVICT);
act("You evade $n's stake, causing $m to fall flat on $s face.",
ch,NULL,victim,TO_VICT);
check_improve(ch,skill_lookup("stake"),FALSE,1);
ch->position = POS_RESTING;
WAIT_STATE(ch,skill_table[skill_lookup("stake")].beats * 3/2);
}
check_killer(ch,victim);
}
void do_tail(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance, dam;
int knock;
one_argument(argument,arg);
if (IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM))
return;
if ( (chance = get_skill(ch,skill_lookup("tail"))) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TAIL))
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("tail") )))
{
send_to_char("You don't have a tail to strike with like that.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't fighting anyone!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,NULL,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
chance = URANGE(5,chance,90);
chance += (ch->level - victim->level);
chance -= get_curr_stat(victim,STAT_DEX);
chance += get_curr_stat(ch,STAT_DEX)/3;
chance += get_curr_stat(ch,STAT_STR)/3;
act("$n violently lashes out with $s tail.",ch,0,0,TO_ROOM);
send_to_char("You violently lash out with your tail!\n\r",ch);
if (number_percent() > chance)
{
damage(ch,victim,0,skill_lookup("tail"),DAM_BASH,TRUE);
return;
}
dam = dice(ch->level, 3);
knock = (ch->level + 15);
damage(ch,victim,dam,skill_lookup("tail"),DAM_BASH,TRUE);
if (number_percent() < knock)
{
act("$n is sent crashing to the ground by the force of the blow!",victim,0,0,TO_ROOM);
send_to_char("The tail strike sends you crashing to the ground!\n\r",victim);
WAIT_STATE(victim,( 3 * PULSE_VIOLENCE/2));
}
WAIT_STATE(ch,2*PULSE_VIOLENCE);
return;
}
bool check_force_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if(!IS_AFFECTED2(victim, AFF_FORCE_SHIELD))
return FALSE;
chance = 100 / 15;
if (victim->level >= ch->level)
chance += 2;
if ( number_percent( ) >= chance )
return FALSE;
xact_new("Your force-shield blocks $n's attack!", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_SHIELD);
xact_new("$N's force-shield blocks your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_SHIELD);
return TRUE;
}
/*
* Shield Spell Group by Tandon
* Static Shield Check
*/
bool check_static_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance, sn;
AFFECT_DATA *shock;
if(!IS_AFFECTED2(victim, AFF_STATIC_SHIELD))
return FALSE;
chance = 10;
if (victim->level >= ch->level)
chance += 2;
if ( number_percent( ) >= chance )
return FALSE;
sn = skill_lookup( "static shield" );
shock = affect_find (victim->affected, sn);
if(shock != NULL)
{
damage (victim, ch, number_fuzzy(shock->level / 5), sn, DAM_ENERGY, TRUE);
}
if (get_eq_char (ch, WEAR_WIELD) == NULL)
return TRUE;
xact_new("Your static shield catches $n!", victim, NULL, ch, TO_VICT, POS_RESTING, SUPPRESS_SHIELD);
xact_new("$N's static shield catches you!", victim, NULL, ch, TO_CHAR, POS_RESTING, SUPPRESS_SHIELD);
spell_heat_metal (skill_lookup( "heat metal" ),
victim->level/2, victim, (void *) ch, TARGET_CHAR);
return TRUE;
}
/*
* Shield Spell Group by Tandon
* Flame Shield Check
*/
bool check_flame_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance, sn;
AFFECT_DATA *burn;
if(!IS_AFFECTED2(victim, AFF_FLAME_SHIELD))
return FALSE;
if (get_eq_char (victim, WEAR_WIELD) != NULL)
return FALSE;
chance = 100 / 3;
if (victim->level >= ch->level)
chance += 2;
if ( number_percent( ) >= chance )
return FALSE;
sn = skill_lookup( "flame shield" );
burn = affect_find (victim->affected, sn);
if(burn != NULL)
{
fire_effect (ch, burn->level, number_fuzzy(10), TARGET_CHAR);
damage (victim, ch, number_fuzzy(burn->level), sn, DAM_FIRE, TRUE);
}
return TRUE;
}
void do_mobslay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Mobslay who?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, 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( "{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR );
act( "{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT );
act( "{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim, ch );
return;
}
void do_feed( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int dam;
int number = number_range( 1, 100 );
if ( get_skill(ch,skill_lookup("feed")) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_FEED))
|| (!IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("feed") ) ) )
{
send_to_char("Feed? What's that?\n\r",ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( !IS_VAMPIRE( ch ) )
{
send_to_char( "I'm sorry your not a vampire you can't bite someone!\n\r", ch );
return;
}
if(!can_see(ch,victim))
{
send_to_char("You can't see your opponent's neck!\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("feed")].beats );
if ( number_percent( ) < (get_skill(ch,skill_lookup("feed")) + (ch->level - victim->level))
|| ( get_skill(ch,skill_lookup("feed")) >= 2 && !IS_AWAKE(victim)))
{
check_improve(ch,skill_lookup("feed"),TRUE,1);
act( "{r$n moves in close and bites you!{x", ch, NULL, victim, TO_VICT);
act( "{bYou move in close and bite $N.{x", ch, NULL, victim, TO_CHAR);
act( "{m$n moves in close and bites $N.{x", ch, NULL, victim, TO_NOTVICT);
dam = number_range( ((ch->level/2)+(victim->level/2)),
((ch->level)+(victim->level/2))*2 );
damage( ch, victim, dam, skill_lookup("feed"),DAM_NEGATIVE,TRUE);
if ( number > 50 )
{
dam = 2 * number_range(((ch->level/2) + (victim->level/2)),
((ch->level) + (victim->level/2))*2);
damage(ch,victim,dam,skill_lookup("feed"),DAM_NEGATIVE,TRUE);
}
}
else
{
check_improve(ch,skill_lookup("feed"),FALSE,1);
act( "{r$n tries to move in close and bite you, but hits only air.{x", ch, NULL, victim, TO_VICT);
act( "{bYou chomp a mouthfull of air.{x", ch, NULL, victim, TO_CHAR);
act( "{m$n tries to move in close and bite $N.{x", ch, NULL, victim, TO_NOTVICT);
damage( ch, victim, 0, skill_lookup("feed"),DAM_NEGATIVE,TRUE);
}
return;
}
void do_rub( CHAR_DATA *ch, char *argument)
{
int chance;
if ( IS_NPC( ch ) )
{
send_to_char( "Sorry dude you can't rub your a mob!\n\r", ch );
return;
}
if ((chance = get_skill(ch,skill_lookup("rub"))) == 0
|| !can_use_skpell( ch, skill_lookup("rub") ) )
{
send_to_char("{xYou don't know the first thing about rubbing your eyes.{x\n\r",ch);
return;
}
if(!IS_AFFECTED(ch,AFF_BLIND))
{
send_to_char("{BBut you aren't blind!{x\n\r",ch);
return;
}
if(!is_affected(ch,skill_lookup("fire breath")) && !is_affected(ch,skill_lookup("dirt")))
{
send_to_char("{xRubbing won't help that!{x\n\r",ch);
return;
}
WAIT_STATE(ch,skill_table[skill_lookup("rub")].beats);
chance = (chance*3)/4;
if(number_percent()>chance)
{
send_to_char("{RYou failed to rub your eyes clear!{x\n\r",ch);
check_improve(ch,skill_lookup("rub"),FALSE,2);
return;
}
if(is_affected(ch,skill_lookup("fire breath")))
affect_strip(ch,skill_lookup("fire breath"));
if(is_affected(ch,skill_lookup("dirt")))
affect_strip(ch,skill_lookup("dirt"));
send_to_char("{xYou rubbed your eyes clear!{x\n\r",ch);
check_improve(ch,skill_lookup("rub"),TRUE,2);
return;
}
void do_throatchop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Chop who's throat?\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char("You can't get at thier throat!\n\r",ch);
return;
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to chop thier throat.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit / 2)
{
act( "$N is far to suspicious to be chopped.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[skill_lookup("throatchop")].beats );
if ( number_percent( ) < get_skill(ch,skill_lookup("throatchop"))
|| ( get_skill(ch,skill_lookup("throatchop")) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,skill_lookup("throatchop"),TRUE,1);
multi_hit( ch, victim, skill_lookup("throatchop") );
}
else
{
check_improve(ch,skill_lookup("throatchop"),FALSE,1);
damage( ch, victim, 0, skill_lookup("throatchop"),DAM_NONE,TRUE);
}
return;
}
void do_rally(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *gch;
int heal;
int chance;
if ((chance = get_skill(ch, skill_lookup("rally")) == 0 ) )
{
send_to_char("You scream and holler, but nobody listens.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("You're feeling to mellow to lead your companions on.\n\r",ch);
return;
}
if (ch->position == POS_FIGHTING)
chance += 25;
if (number_percent() > chance)
{
send_to_char("You try to rally your companions, but your efforts fail.\n\r", ch);
act("{R$n tries to rally $s companions, but fails.{w",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch,PULSE_VIOLENCE * 2);
return;
}
send_to_char("You call your companions to arms, promising them glory!\n\r", ch);
act("{R$n calls $s companions to arms, promising great glory!{w", ch, NULL, NULL, TO_ROOM);
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( gch != ch && is_same_group(ch, gch) && !IS_AFFECTED(gch, AFF_CALM) )
{
if ( !is_affected(gch,skill_lookup("rally") ) )
{
AFFECT_DATA af;
send_to_char ("You answer the call to arms!\n\r", gch);
check_improve(ch,skill_lookup("rally"),TRUE,2);
af.type = skill_lookup("rally");
af.level = ch->level;
af.duration = number_fuzzy(UMAX(2,ch->level / 8) );
af.modifier = UMAX(1,ch->level/5);
af.bitvector = 0;
af.location = APPLY_HITROLL;
af.where = TO_AFFECTS;
affect_to_char(gch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(gch,&af);
af.modifier = UMAX(1, ch->level/10);
af.location = APPLY_STR;
affect_to_char(gch,&af);
}
/* Always do this part */
heal = dice(1, ch->level) + ch->level / 3;
gch->hit = UMIN( gch->hit + heal, gch->max_hit );
send_to_char("You feel better!\n\r", gch);
update_pos( gch );
}
}
WAIT_STATE(ch,PULSE_VIOLENCE * 2);
}
void do_punch( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
int number = 0;
number = number_range( 0, 5 );
if ( !IS_NPC(ch)
&& !can_use_skpell(ch, skill_lookup("punch")) )
{
send_to_char(
"You better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( MOUNTED(ch) )
{
send_to_char("You can't punch while riding!\n\r", ch);
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("punch")].beats );
if ( get_skill(ch,skill_lookup("punch")) > number_percent())
{
damage(ch,victim,number_range( 50, ch->level + 100 / 2 ), skill_lookup("punch"),DAM_BASH,TRUE);
DAZE_STATE( victim, 3 * PULSE_VIOLENCE );
check_improve(ch,skill_lookup("punch"),TRUE,1);
if ( number <= 1 )
{
printf_to_char( ch, "{YYou make a series of lightning fast punches right to %ss head!{x\n\r", victim->short_descr );
damage(ch,victim,number_range( 80, ch->level + 100 / 2 ), skill_lookup("punch"), DAM_BASH, TRUE );
damage(ch,victim,number_range( 80, ch->level + 100 / 2 ), skill_lookup("punch"), DAM_BASH, TRUE );
check_improve(ch,skill_lookup("punch"),TRUE,1);
rnd_sound( 3, ch, "punch.wav", "punch3.wav", "punch6.wav" );
rnd_sound( 3, victim, "punch.wav", "punch3.wav", "punch6.wav" );
}
}
else
{
damage( ch, victim, 0, skill_lookup("punch"),DAM_BASH,TRUE);
check_improve(ch,skill_lookup("punch"),FALSE,1);
}
check_killer(ch,victim);
return;
}