FIGHT.C
资源名称:mercwsrc.zip [点击查看]
上传用户:kesirui
上传日期:2007-01-07
资源大小:263k
文件大小:37k
源码类别:
Internet/网络编程
开发平台:
WINDOWS
- /***************************************************************************
- * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
- * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
- * *
- * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
- * Chastain, Michael Quan, and Mitchell Tse. *
- * *
- * In order to use any part of this Merc Diku Mud, you must comply with *
- * both the original Diku license in 'license.doc' as well the Merc *
- * license in 'license.txt'. In particular, you may not remove either of *
- * these copyright notices. *
- * *
- * Much time and thought has gone into this software and you are *
- * benefitting. We hope that you share your changes too. What goes *
- * around, comes around. *
- ***************************************************************************/
- #if defined(macintosh)
- #include <types.h>
- #else
- #include <sys/types.h>
- #endif
- #include <stdio.h>
- #include <string.h>
- #include <time.h>
- #include "merc.h"
- /*
- * Local functions.
- */
- bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
- int dt ) );
- void death_cry args( ( CHAR_DATA *ch ) );
- void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
- bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- void make_corpse args( ( CHAR_DATA *ch ) );
- void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
- void raw_kill args( ( CHAR_DATA *victim ) );
- void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
- /*
- * Control the fights going on.
- * Called periodically by update_handler.
- */
- void violence_update( void )
- {
- CHAR_DATA *ch;
- // CHAR_DATA *ch_next;
- CHAR_DATA *victim;
- CHAR_DATA *rch;
- CHAR_DATA *rch_next;
- for ( ch = char_list; ch != NULL; ch = ch->next )
- {
- // ch_next = ch->next;
- if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
- continue;
- if ( IS_AWAKE(ch) && ch->in_room == victim->in_room )
- multi_hit( ch, victim, TYPE_UNDEFINED );
- else
- stop_fighting( ch, FALSE );
- if ( ( victim = ch->fighting ) == NULL )
- continue;
- mprog_hitprcnt_trigger( ch, victim );
- mprog_fight_trigger( ch, victim );
- /*
- * Fun for the whole family!
- */
- for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
- {
- rch_next = rch->next_in_room;
- if ( IS_AWAKE(rch) && rch->fighting == NULL )
- {
- /*
- * PC's auto-assist others in their group.
- */
- if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) )
- {
- if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) )
- && is_same_group(ch, rch) )
- multi_hit( rch, victim, TYPE_UNDEFINED );
- continue;
- }
- /*
- * NPC's assist NPC's of same type or 12.5% chance regardless.
- */
- if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
- {
- if ( rch->pIndexData == ch->pIndexData
- || number_bits( 3 ) == 0 )
- {
- CHAR_DATA *vch;
- CHAR_DATA *target;
- int number;
- target = NULL;
- number = 0;
- for ( vch = ch->in_room->people; vch; vch = vch->next )
- {
- if ( can_see( rch, vch )
- && is_same_group( vch, victim )
- && number_range( 0, number ) == 0 )
- {
- target = vch;
- number++;
- }
- }
- if ( target != NULL )
- {
- if ( ( ( ( target->level - rch->level <= 4 )
- && ( target->level - rch->level >= -4 ) )
- && !( IS_GOOD ( rch ) && IS_GOOD ( target ) ) )
- || ( IS_EVIL ( rch ) || IS_EVIL ( target ) ) )
- multi_hit( rch, target, TYPE_UNDEFINED );
- }
- }
- }
- }
- }
- }
- return;
- }
- /*
- * Do one group of attacks.
- */
- void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
- {
- int chance;
- one_hit( ch, victim, dt );
- if ( ch->fighting != victim || dt == gsn_backstab )
- return;
- chance = IS_NPC(ch) ? ch->level : ch->pcdata->learned[gsn_second_attack]/2;
- if ( number_percent( ) < chance )
- {
- one_hit( ch, victim, dt );
- if ( ch->fighting != victim )
- return;
- }
- chance = IS_NPC(ch) ? ch->level : ch->pcdata->learned[gsn_third_attack]/4;
- if ( number_percent( ) < chance )
- {
- one_hit( ch, victim, dt );
- if ( ch->fighting != victim )
- return;
- }
- chance = IS_NPC(ch) ? ch->level / 2 : 0;
- if ( number_percent( ) < chance )
- one_hit( ch, victim, dt );
- return;
- }
- /*
- * Hit one guy once.
- */
- void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
- {
- OBJ_DATA *wield;
- int victim_ac;
- int thac0;
- int thac0_00;
- int thac0_32;
- int dam;
- int diceroll;
- /*
- * Can't beat a dead char!
- * Guard against weird room-leavings.
- */
- if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
- return;
- /*
- * Figure out the type of damage message.
- */
- wield = get_eq_char( ch, WEAR_WIELD );
- if ( dt == TYPE_UNDEFINED )
- {
- dt = TYPE_HIT;
- if ( wield != NULL && wield->item_type == ITEM_WEAPON )
- dt += wield->value[3];
- }
- /*
- * Calculate to-hit-armor-class-0 versus armor.
- */
- if ( IS_NPC(ch) )
- {
- thac0_00 = 20;
- thac0_32 = 0;
- }
- else
- {
- thac0_00 = class_table[ch->class].thac0_00;
- thac0_32 = class_table[ch->class].thac0_32;
- }
- thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - GET_HITROLL(ch);
- victim_ac = UMAX( -15, GET_AC(victim) / 10 );
- if ( !can_see( ch, victim ) )
- victim_ac -= 4;
- /*
- * The moment of excitement!
- */
- while ( ( diceroll = number_bits( 5 ) ) >= 20 )
- ;
- if ( diceroll == 0
- || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
- {
- /* Miss. */
- damage( ch, victim, 0, dt );
- tail_chain( );
- return;
- }
- /*
- * Hit.
- * Calc damage.
- */
- if ( IS_NPC(ch) )
- {
- dam = number_range( ch->level / 2, ch->level * 3 / 2 );
- if ( wield != NULL )
- dam += dam / 2;
- }
- else
- {
- if ( wield != NULL )
- dam = number_range( wield->value[1], wield->value[2] );
- else
- dam = number_range( 1, 4 );
- }
- /*
- * Bonuses.
- */
- dam += GET_DAMROLL(ch);
- if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 )
- dam += dam * ch->pcdata->learned[gsn_enhanced_damage] / 150;
- if ( !IS_AWAKE(victim) )
- dam *= 2;
- if ( dt == gsn_backstab )
- dam *= 2 + ch->level / 8;
- if ( dam <= 0 )
- dam = 1;
- damage( ch, victim, dam, dt );
- tail_chain( );
- return;
- }
- /*
- * Inflict damage from a hit.
- */
- void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
- {
- if ( victim->position == POS_DEAD )
- return;
- /*
- * Stop up any residual loopholes.
- */
- if ( dam > 1000 )
- {
- bug( "Damage: %d: more than 1000 points!", dam );
- dam = 1000;
- }
- if ( victim != ch )
- {
- /*
- * Certain attacks are forbidden.
- * Most other attacks are returned.
- */
- if ( is_safe( ch, victim ) )
- return;
- check_killer( ch, victim );
- if ( victim->position > POS_STUNNED )
- {
- if ( victim->fighting == NULL )
- set_fighting( victim, ch );
- victim->position = POS_FIGHTING;
- }
- if ( victim->position > POS_STUNNED )
- {
- if ( ch->fighting == NULL )
- set_fighting( ch, victim );
- /*
- * If victim is charmed, ch might attack victim's master.
- */
- if ( IS_NPC(ch)
- && IS_NPC(victim)
- && IS_AFFECTED(victim, AFF_CHARM)
- && victim->master != NULL
- && victim->master->in_room == ch->in_room
- && number_bits( 3 ) == 0 )
- {
- stop_fighting( ch, FALSE );
- multi_hit( ch, victim->master, TYPE_UNDEFINED );
- return;
- }
- }
- /*
- * More charm stuff.
- */
- if ( victim->master == ch )
- stop_follower( victim );
- /*
- * Inviso attacks ... not.
- */
- if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
- {
- affect_strip( ch, gsn_invis );
- affect_strip( ch, gsn_mass_invis );
- REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
- act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
- }
- /*
- * Damage modifiers.
- */
- if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
- dam /= 2;
- if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) )
- dam -= dam / 4;
- if ( dam < 0 )
- dam = 0;
- /*
- * Check for disarm, trip, parry, and dodge.
- */
- if ( dt >= TYPE_HIT )
- {
- if ( IS_NPC(ch) && number_percent( ) < ch->level / 2 )
- disarm( ch, victim );
- if ( IS_NPC(ch) && number_percent( ) < ch->level / 2 )
- trip( ch, victim );
- if ( check_parry( ch, victim ) )
- return;
- if ( check_dodge( ch, victim ) )
- return;
- }
- dam_message( ch, victim, dam, dt );
- }
- /*
- * Hurt the victim.
- * Inform the victim of his new state.
- */
- victim->hit -= dam;
- if ( !IS_NPC(victim)
- && victim->level >= LEVEL_IMMORTAL
- && victim->hit < 1 )
- victim->hit = 1;
- update_pos( victim );
- switch( victim->position )
- {
- case POS_MORTAL:
- act( "$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.nr",
- victim );
- break;
- case POS_INCAP:
- act( "$n is incapacitated and will slowly die, if not aided.",
- victim, NULL, NULL, TO_ROOM );
- send_to_char(
- "You are incapacitated and will slowly die, if not aided.nr",
- victim );
- break;
- case POS_STUNNED:
- act( "$n is stunned, but will probably recover.",
- victim, NULL, NULL, TO_ROOM );
- send_to_char("You are stunned, but will probably recover.nr",
- victim );
- break;
- case POS_DEAD:
- act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
- send_to_char( "You have been KILLED!!nrnr", victim );
- break;
- default:
- if ( dam > victim->max_hit / 4 )
- send_to_char( "That really did HURT!nr", victim );
- if ( victim->hit < victim->max_hit / 4 )
- send_to_char( "You sure are BLEEDING!nr", victim );
- break;
- }
- /*
- * Sleep spells and extremely wounded folks.
- */
- if ( !IS_AWAKE(victim) )
- stop_fighting( victim, FALSE );
- /*
- * Payoff for killing things.
- */
- if ( victim->position == POS_DEAD )
- {
- group_gain( ch, victim );
- if ( !IS_NPC(victim) )
- {
- sprintf( log_buf, "%s killed by %s at %d",
- victim->name,
- (IS_NPC(ch) ? ch->short_descr : ch->name),
- victim->in_room->vnum );
- log_string( log_buf );
- /*
- * Dying penalty:
- * 1/2 way back to previous level.
- */
- if ( victim->exp > 1000 * victim->level )
- gain_exp( victim, (1000 * victim->level - victim->exp)/2 );
- }
- raw_kill( victim );
- if ( !IS_NPC(ch) && IS_NPC(victim) )
- {
- if ( IS_SET(ch->act, PLR_AUTOLOOT) )
- do_get( ch, "all corpse" );
- else
- do_look( ch, "in corpse" );
- if ( IS_SET(ch->act, PLR_AUTOSAC) )
- do_sacrifice( ch, "corpse" );
- }
- return;
- }
- if ( victim == ch )
- return;
- /*
- * Take care of link dead people.
- */
- if ( !IS_NPC(victim) && victim->desc == NULL )
- {
- if ( number_range( 0, victim->wait ) == 0 )
- {
- do_recall( victim, "" );
- return;
- }
- }
- /*
- * Wimp out?
- */
- if ( IS_NPC(victim) && dam > 0 )
- {
- if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0
- && victim->hit < victim->max_hit / 2 )
- || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
- && victim->master->in_room != victim->in_room ) )
- do_flee( victim, "" );
- }
- if ( !IS_NPC(victim)
- && victim->hit > 0
- && victim->hit <= victim->wimpy
- && victim->wait == 0 )
- do_flee( victim, "" );
- tail_chain( );
- return;
- }
- bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- if ( IS_NPC(ch) || IS_NPC(victim) )
- return FALSE;
- if ( get_age( ch ) < 21 )
- {
- send_to_char( "You aren't old enough.nr", ch );
- return TRUE;
- }
- if ( IS_SET( victim->act, PLR_KILLER ) )
- return FALSE;
- if ( ch->level >= victim->level )
- {
- send_to_char( "You may not attack a lower level player.nr", ch );
- return TRUE;
- }
- return FALSE;
- }
- /*
- * See if an attack justifies a KILLER flag.
- */
- void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- /*
- * Follow charm thread to responsible character.
- * Attacking someone's charmed char is hostile!
- */
- while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
- victim = victim->master;
- /*
- * NPC's are fair game.
- * So are killers and thieves.
- */
- if ( IS_NPC(victim)
- || IS_SET(victim->act, PLR_KILLER)
- || IS_SET(victim->act, PLR_THIEF) )
- return;
- /*
- * Charm-o-rama.
- */
- if ( IS_SET(ch->affected_by, AFF_CHARM) )
- {
- if ( ch->master == NULL )
- {
- char buf[MAX_STRING_LENGTH];
- sprintf( buf, "Check_killer: %s bad AFF_CHARM",
- IS_NPC(ch) ? ch->short_descr : ch->name );
- bug( buf, 0 );
- affect_strip( ch, gsn_charm_person );
- REMOVE_BIT( ch->affected_by, AFF_CHARM );
- return;
- }
- send_to_char( "*** You are now a KILLER!! ***nr", 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_SET(ch->act, PLR_KILLER) )
- return;
- send_to_char( "*** You are now a KILLER!! ***nr", ch );
- SET_BIT(ch->act, PLR_KILLER);
- save_char_obj( ch );
- return;
- }
- /*
- * Check for parry.
- */
- bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- int chance;
- if ( !IS_AWAKE(victim) )
- return FALSE;
- if ( IS_NPC(victim) )
- {
- /* Tuan was here. :) */
- chance = UMIN( 60, 2 * victim->level );
- }
- else
- {
- if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
- return FALSE;
- chance = victim->pcdata->learned[gsn_parry] / 2;
- }
- if ( number_percent( ) >= chance + victim->level - ch->level )
- return FALSE;
- act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
- act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
- return TRUE;
- }
- /*
- * Check for dodge.
- */
- bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- int chance;
- if ( !IS_AWAKE(victim) )
- return FALSE;
- if ( IS_NPC(victim) )
- /* Tuan was here. :) */
- chance = UMIN( 60, 2 * victim->level );
- else
- chance = victim->pcdata->learned[gsn_dodge] / 2;
- if ( number_percent( ) >= chance + victim->level - ch->level )
- return FALSE;
- act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
- act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
- return TRUE;
- }
- /*
- * Set position of a victim.
- */
- void update_pos( CHAR_DATA *victim )
- {
- if ( victim->hit > 0 )
- {
- if ( victim->position <= POS_STUNNED )
- victim->position = POS_STANDING;
- return;
- }
- if ( IS_NPC(victim) || victim->hit <= -11 )
- {
- victim->position = POS_DEAD;
- return;
- }
- if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
- else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
- else victim->position = POS_STUNNED;
- return;
- }
- /*
- * Start fights.
- */
- void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- if ( ch->fighting != NULL )
- {
- bug( "Set_fighting: already fighting", 0 );
- return;
- }
- if ( IS_AFFECTED(ch, AFF_SLEEP) )
- affect_strip( ch, gsn_sleep );
- ch->fighting = victim;
- ch->position = POS_FIGHTING;
- return;
- }
- /*
- * Stop fights.
- */
- void stop_fighting( CHAR_DATA *ch, bool fBoth )
- {
- CHAR_DATA *fch;
- for ( fch = char_list; fch != NULL; fch = fch->next )
- {
- if ( fch == ch || ( fBoth && fch->fighting == ch ) )
- {
- fch->fighting = NULL;
- fch->position = POS_STANDING;
- update_pos( fch );
- }
- }
- return;
- }
- /*
- * Make a corpse out of a character.
- */
- void make_corpse( CHAR_DATA *ch )
- {
- char buf[MAX_STRING_LENGTH];
- OBJ_DATA *corpse;
- OBJ_DATA *obj;
- OBJ_DATA *obj_next;
- char *name;
- if ( IS_NPC(ch) )
- {
- name = ch->short_descr;
- corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
- // @@@ ECS - Made all corpses have value 3 gp
- corpse->cost = 3;
- corpse->timer = number_range( 2, 4 );
- if ( ch->gold > 0 )
- {
- obj_to_obj( create_money( ch->gold ), corpse );
- ch->gold = 0;
- }
- }
- else
- {
- name = ch->name;
- corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
- corpse->timer = number_range( 25, 40 );
- }
- sprintf( buf, corpse->short_descr, name );
- free_string( corpse->short_descr );
- corpse->short_descr = str_dup( buf );
- sprintf( buf, corpse->description, name );
- free_string( corpse->description );
- corpse->description = str_dup( buf );
- for ( obj = ch->carrying; obj != NULL; obj = obj_next )
- {
- obj_next = obj->next_content;
- obj_from_char( obj );
- if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
- extract_obj( obj );
- else
- obj_to_obj( obj, corpse );
- }
- obj_to_room( corpse, ch->in_room );
- return;
- }
- /*
- * Improved Death_cry contributed by Diavolo.
- */
- void death_cry( CHAR_DATA *ch )
- {
- ROOM_INDEX_DATA *was_in_room;
- char *msg;
- int door;
- int vnum;
- vnum = 0;
- switch ( number_bits( 4 ) )
- {
- default: msg = "You hear $n's death cry."; break;
- case 0: msg = "$n hits the ground ... DEAD."; break;
- case 1: msg = "$n splatters blood on your armor."; break;
- case 2: msg = "You smell $n's sphincter releasing in death.";
- vnum = OBJ_VNUM_FINAL_TURD; break;
- case 3: msg = "$n's severed head plops on the ground.";
- vnum = OBJ_VNUM_SEVERED_HEAD; break;
- case 4: msg = "$n's heart is torn from $s chest.";
- vnum = OBJ_VNUM_TORN_HEART; break;
- case 5: msg = "$n's arm is sliced from $s dead body.";
- vnum = OBJ_VNUM_SLICED_ARM; break;
- case 6: msg = "$n's leg is sliced from $s dead body.";
- vnum = OBJ_VNUM_SLICED_LEG; break;
- }
- act( msg, ch, NULL, NULL, TO_ROOM );
- if ( vnum != 0 )
- {
- 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 );
- obj_to_room( obj, ch->in_room );
- }
- if ( IS_NPC(ch) )
- msg = "You hear something's death cry.";
- else
- msg = "You hear someone's death cry.";
- was_in_room = ch->in_room;
- for ( door = 0; door <= 5; door++ )
- {
- EXIT_DATA *pexit;
- if ( ( pexit = was_in_room->exit[door] ) != NULL
- && pexit->to_room != NULL
- && pexit->to_room != was_in_room )
- {
- ch->in_room = pexit->to_room;
- act( msg, ch, NULL, NULL, TO_ROOM );
- }
- }
- ch->in_room = was_in_room;
- return;
- }
- void raw_kill( CHAR_DATA *victim )
- {
- stop_fighting( victim, TRUE );
- mprog_death_trigger( victim );
- make_corpse( victim );
- if ( IS_NPC(victim) )
- {
- victim->pIndexData->killed++;
- kill_table[URANGE(0, 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].bitvector; // ###
- // victim->affected_by = 0;
- victim->armor = 100;
- victim->position = POS_RESTING;
- victim->hit = UMAX( 1, victim->hit );
- victim->mana = UMAX( 1, victim->mana );
- victim->move = UMAX( 1, victim->move );
- save_char_obj( victim );
- return;
- }
- void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- char buf[MAX_STRING_LENGTH];
- CHAR_DATA *gch;
- CHAR_DATA *lch;
- int xp;
- int members;
- /*
- * Monsters don't get kill xp's or alignment changes.
- * P-killing doesn't help either.
- * Dying of mortal wounds or poison doesn't give xp to anyone!
- */
- if ( IS_NPC(ch) || !IS_NPC(victim) || victim == ch )
- return;
- members = 0;
- for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
- {
- if ( is_same_group( gch, ch ) )
- members++;
- }
- if ( members == 0 )
- {
- bug( "Group_gain: members.", members );
- members = 1;
- }
- lch = (ch->leader != NULL) ? ch->leader : ch;
- for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
- {
- OBJ_DATA *obj;
- OBJ_DATA *obj_next;
- if ( !is_same_group( gch, ch ) )
- continue;
- if ( gch->level - lch->level >= 6 )
- {
- send_to_char( "You are too high for this group.nr", gch );
- continue;
- }
- if ( gch->level - lch->level <= -6 )
- {
- send_to_char( "You are too low for this group.nr", gch );
- continue;
- }
- xp = xp_compute( gch, victim ) / members;
- sprintf( buf, "You receive %d experience points.nr", xp );
- send_to_char( buf, gch );
- gain_exp( gch, xp );
- for ( obj = ch->carrying; obj != NULL; obj = obj_next )
- {
- obj_next = obj->next_content;
- if ( obj->wear_loc == WEAR_NONE )
- continue;
- if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
- || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
- || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
- {
- act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
- act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
- obj_from_char( obj );
- obj_to_room( obj, ch->in_room );
- }
- }
- }
- return;
- }
- /*
- * Compute xp for a kill.
- * Also adjust alignment of killer.
- * Edit this function to change xp computations.
- */
- int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
- {
- int align;
- int xp;
- int extra;
- int level;
- int number;
- xp = 300 - URANGE( -3, gch->level - victim->level, 6 ) * 50;
- align = gch->alignment - victim->alignment;
- if ( align > 500 )
- {
- gch->alignment = UMIN( gch->alignment + (align-500)/4, 1000 );
- xp = 5 * xp / 4;
- }
- else if ( align < -500 )
- {
- gch->alignment = UMAX( gch->alignment + (align+500)/4, -1000 );
- }
- else
- {
- gch->alignment -= gch->alignment / 4;
- xp = 3 * xp / 4;
- }
- /*
- * Adjust for popularity of target:
- * -1/8 for each target over 'par' (down to -100%)
- * +1/8 for each target under 'par' ( up to + 25%)
- */
- level = URANGE( 0, victim->level, MAX_LEVEL - 1 );
- number = UMAX( 1, kill_table[level].number );
- extra = victim->pIndexData->killed - kill_table[level].killed / number;
- xp -= xp * URANGE( -2, extra, 8 ) / 8;
- xp = number_range( xp * 3 / 4, xp * 5 / 4 );
- xp = UMAX( 0, xp );
- return xp;
- }
- void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
- {
- static char * const attack_table[] =
- {
- "hit",
- "slice", "stab", "slash", "whip", "claw",
- "blast", "pound", "crush", "grep", "bite",
- "pierce", "suction", "chop" // @@@ Chop is from envy
- };
- char buf1[256], buf2[256], buf3[256];
- const char *vs;
- const char *vp;
- const char *attack;
- char punct;
- if ( dam == 0 ) { vs = "miss"; vp = "misses"; }
- else if ( dam <= 4 ) { vs = "scratch"; vp = "scratches"; }
- else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; }
- else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; }
- else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; }
- else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; }
- else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; }
- else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; }
- else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; }
- else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; }
- else if ( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
- else if ( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
- else if ( dam <= 48 ) { vs = "EVISCERATE"; vp = "EVISCERATES"; }
- else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
- else if ( dam <= 100 ) { vs = "*** DEMOLISH ***";
- vp = "*** DEMOLISHES ***"; }
- else { vs = "*** ANNIHILATE ***";
- vp = "*** ANNIHILATES ***"; }
- punct = (dam <= 24) ? '.' : '!';
- if ( dt == TYPE_HIT )
- {
- sprintf( buf1, "$n %s $N%c", vp, punct );
- sprintf( buf2, "You %s $N%c", vs, punct );
- sprintf( buf3, "$n %s you%c", vp, punct );
- }
- else
- {
- if ( dt >= 0 && dt < MAX_SKILL )
- attack = skill_table[dt].noun_damage;
- else if ( dt >= TYPE_HIT
- && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
- attack = attack_table[dt - TYPE_HIT];
- else
- {
- bug( "Dam_message: bad dt %d.", dt );
- dt = TYPE_HIT;
- attack = attack_table[0];
- }
- sprintf( buf1, "$n's %s %s $N%c", attack, vp, punct );
- sprintf( buf2, "Your %s %s $N%c", attack, vp, punct );
- sprintf( buf3, "$n's %s %s you%c", attack, vp, punct );
- }
- 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 ( get_eq_char( ch, WEAR_WIELD ) == NULL /*&& number_bits( 1 ) == 0*/ )
- return;
- act( "$n DISARMS you!", ch, NULL, victim, TO_VICT );
- act( "You disarm $N!", ch, NULL, victim, TO_CHAR );
- act( "$n DISARMS $N!", ch, NULL, victim, TO_NOTVICT );
- obj_from_char( obj );
- if ( IS_NPC(victim) )
- obj_to_char( obj, victim );
- else
- obj_to_room( obj, victim->in_room );
- return;
- }
- /*
- * Trip a creature.
- * Caller must check for successful attack.
- */
- void trip( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- if ( victim->wait == 0 )
- {
- act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT );
- act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR );
- act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );
- WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
- WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
- victim->position = POS_RESTING;
- }
- return;
- }
- void do_kill( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- CHAR_DATA *victim;
- one_argument( argument, arg );
- if ( arg[0] == ' ' )
- {
- send_to_char( "Kill whom?nr", ch );
- return;
- }
- if ( ( victim = get_char_room( ch, arg ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- if ( !IS_NPC(victim) )
- {
- if ( !IS_SET(victim->act, PLR_KILLER)
- && !IS_SET(victim->act, PLR_THIEF) )
- {
- send_to_char( "You must MURDER a player.nr", ch );
- return;
- }
- }
- else
- {
- if ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
- {
- send_to_char( "You must MURDER a charmed creature.nr", ch );
- return;
- }
- }
- if ( victim == ch )
- {
- send_to_char( "You hit yourself. Ouch!nr", ch );
- multi_hit( ch, ch, TYPE_UNDEFINED );
- return;
- }
- if ( is_safe( ch, victim ) )
- return;
- if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
- {
- act( "$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!nr", ch );
- return;
- }
- WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
- check_killer( ch, victim );
- multi_hit( ch, victim, TYPE_UNDEFINED );
- return;
- }
- void do_murde( CHAR_DATA *ch, char *argument )
- {
- send_to_char( "If you want to MURDER, spell it out.nr", 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] == ' ' )
- {
- send_to_char( "Murder whom?nr", ch );
- return;
- }
- if ( ( victim = get_char_room( ch, arg ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- if ( victim == ch )
- {
- send_to_char( "Suicide is a mortal sin.nr", ch );
- return;
- }
- if ( is_safe( ch, victim ) )
- return;
- if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
- {
- act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
- return;
- }
- if ( ch->position == POS_FIGHTING )
- {
- send_to_char( "You do the best you can!nr", ch );
- return;
- }
- WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
- sprintf( buf, "Help! I am being attacked by %s!", ch->name );
- do_shout( victim, buf );
- check_killer( ch, victim );
- multi_hit( ch, victim, TYPE_UNDEFINED );
- return;
- }
- void do_backstab( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- CHAR_DATA *victim;
- OBJ_DATA *obj;
- if ( !IS_NPC(ch)
- && ch->level < skill_table[gsn_backstab].skill_level[ch->class] )
- {
- send_to_char(
- "You better leave the assassin trade to thieves.nr", ch );
- return;
- }
- one_argument( argument, arg );
- if ( arg[0] == ' ' )
- {
- send_to_char( "Backstab whom?nr", ch );
- return;
- }
- if ( ( victim = get_char_room( ch, arg ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- if ( victim == ch )
- {
- send_to_char( "How can you sneak up on yourself?nr", ch );
- return;
- }
- if ( is_safe( ch, victim ) )
- return;
- if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
- || obj->value[3] != 11 )
- {
- send_to_char( "You need to wield a piercing weapon.nr", ch );
- return;
- }
- if ( victim->fighting != NULL )
- {
- send_to_char( "You can't backstab a fighting person.nr", ch );
- return;
- }
- if ( victim->hit < victim->max_hit )
- {
- act( "$N is hurt and suspicious ... you can't sneak up.",
- ch, NULL, victim, TO_CHAR );
- return;
- }
- check_killer( ch, victim );
- WAIT_STATE( ch, skill_table[gsn_backstab].beats );
- if ( !IS_AWAKE(victim)
- || IS_NPC(ch)
- || number_percent( ) < ch->pcdata->learned[gsn_backstab] )
- multi_hit( ch, victim, gsn_backstab );
- else
- damage( ch, victim, 0, gsn_backstab );
- return;
- }
- void do_flee( CHAR_DATA *ch, char *argument )
- {
- ROOM_INDEX_DATA *was_in;
- ROOM_INDEX_DATA *now_in;
- CHAR_DATA *victim;
- int attempt;
- if ( ( victim = ch->fighting ) == NULL )
- {
- if ( ch->position == POS_FIGHTING )
- ch->position = POS_STANDING;
- send_to_char( "You aren't fighting anyone.nr", ch );
- return;
- }
- was_in = ch->in_room;
- for ( attempt = 0; attempt < 6; attempt++ )
- {
- EXIT_DATA *pexit;
- int door;
- door = number_door( );
- if ( ( pexit = was_in->exit[door] ) == 0
- || pexit->to_room == NULL
- || IS_SET(pexit->exit_info, EX_CLOSED)
- || ( IS_NPC(ch)
- && ( IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
- || ( IS_SET(ch->act, ACT_STAY_AREA)
- && pexit->to_room->area != ch->in_room->area ) ) ) )
- continue;
- move_char( ch, door );
- if ( ( now_in = ch->in_room ) == was_in )
- continue;
- ch->in_room = was_in;
- act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
- ch->in_room = now_in;
- if ( !IS_NPC(ch) )
- {
- send_to_char( "You flee from combat! You lose 25 exps.nr", ch );
- gain_exp( ch, -25 );
- }
- stop_fighting( ch, TRUE );
- return;
- }
- send_to_char( "You failed! You lose 10 exps.nr", ch );
- gain_exp( ch, -10 );
- return;
- }
- void do_rescue( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- CHAR_DATA *victim;
- CHAR_DATA *fch;
- if ( !IS_NPC(ch)
- && ch->level < skill_table[gsn_rescue].skill_level[ch->class] )
- {
- send_to_char(
- "You better leave the heroic acts to warriors.nr", ch );
- return;
- }
- one_argument( argument, arg );
- if ( arg[0] == ' ' )
- {
- send_to_char( "Rescue whom?nr", ch );
- return;
- }
- if ( ( victim = get_char_room( ch, arg ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- if ( victim == ch )
- {
- send_to_char( "What about fleeing instead?nr", ch );
- return;
- }
- if ( !IS_NPC(ch) && IS_NPC(victim) )
- {
- send_to_char( "Doesn't need your help!nr", ch );
- return;
- }
- if ( ch->fighting == victim )
- {
- send_to_char( "Too late.nr", ch );
- return;
- }
- if ( ( fch = victim->fighting ) == NULL )
- {
- send_to_char( "That person is not fighting right now.nr", ch );
- return;
- }
- WAIT_STATE( ch, skill_table[gsn_rescue].beats );
- if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
- {
- send_to_char( "You fail the rescue.nr", ch );
- return;
- }
- act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
- act( "$n rescues you!", ch, NULL, victim, TO_VICT );
- act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
- stop_fighting( fch, FALSE );
- stop_fighting( victim, FALSE );
- check_killer( ch, fch );
- set_fighting( ch, fch );
- set_fighting( fch, ch );
- return;
- }
- void do_kick( CHAR_DATA *ch, char *argument )
- {
- CHAR_DATA *victim;
- if ( !IS_NPC(ch)
- && ch->level < skill_table[gsn_kick].skill_level[ch->class] )
- {
- send_to_char(
- "You better leave the martial arts to fighters.nr", ch );
- return;
- }
- if ( ( victim = ch->fighting ) == NULL )
- {
- send_to_char( "You aren't fighting anyone.nr", ch );
- return;
- }
- WAIT_STATE( ch, skill_table[gsn_kick].beats );
- if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
- damage( ch, victim, number_range( 1, ch->level ), gsn_kick );
- else
- damage( ch, victim, 0, gsn_kick );
- return;
- }
- void do_disarm( CHAR_DATA *ch, char *argument )
- {
- CHAR_DATA *victim;
- OBJ_DATA *obj;
- int percent;
- if ( !IS_NPC(ch)
- && ch->level < skill_table[gsn_disarm].skill_level[ch->class] )
- {
- send_to_char( "You don't know how to disarm opponents.nr", ch );
- return;
- }
- if ( get_eq_char( ch, WEAR_WIELD ) == NULL )
- {
- send_to_char( "You must wield a weapon to disarm.nr", ch );
- return;
- }
- if ( ( victim = ch->fighting ) == NULL )
- {
- send_to_char( "You aren't fighting anyone.nr", ch );
- return;
- }
- if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
- {
- send_to_char( "Your opponent is not wielding a weapon.nr", ch );
- return;
- }
- WAIT_STATE( ch, skill_table[gsn_disarm].beats );
- percent = number_percent( ) + victim->level - ch->level;
- if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
- disarm( ch, victim );
- else
- send_to_char( "You failed.nr", ch );
- return;
- }
- void do_sla( CHAR_DATA *ch, char *argument )
- {
- send_to_char( "If you want to SLAY, spell it out.nr", 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] == ' ' )
- {
- send_to_char( "Slay whom?nr", ch );
- return;
- }
- if ( ( victim = get_char_room( ch, arg ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- if ( ch == victim )
- {
- send_to_char( "Suicide is a mortal sin.nr", ch );
- return;
- }
- if ( !IS_NPC(victim) && victim->level >= ch->level )
- {
- send_to_char( "You failed.nr", ch );
- return;
- }
- act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
- act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
- act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
- raw_kill( victim );
- return;
- }