Beispiel #1
0
 /*Mob Go - Patrol by Lance*/
 void go_patrol_activity(int pulse)
 {
  register struct char_data *ch, *next_ch;
  //extern int no_specials;

  for (ch = character_list; ch; ch = next_ch) {
 	 next_ch = ch->next;

 	 if (!IS_MOB(ch))
 	  continue;

 	  /* If the mob has no specproc, do the default actions */
 	 if (FIGHTING(ch) || !AWAKE(ch))
 		continue;

 	 if (MOB_FLAGGED(ch , MOB_SEARCHER)) {

 		if (MOB_FLAGGED(ch , MOB_GO_FAST)) {
 			if (!(pulse % (2 * PASSES_PER_SEC)))
 			  perform_go(ch);
 		} else {
 		  if (!(pulse % (4 * PASSES_PER_SEC)))
 			perform_go(ch);
 		}
 	}
   }//for
 }
Beispiel #2
0
void selvaggina_activity(void)
{
 register struct char_data *ch, *next_ch;

  for (ch = character_list; ch; ch = next_ch) {
	  next_ch = ch->next;
 	  if (   ch 
 	      && MOB_FLAGGED(ch, MOB_SELVAGGINA) 
 	      && (!MOB_FLAGGED(ch, MOB_HARD_TAME)) 
 	     )
 		  selvaggina_free(ch, 4);
  }
}
Beispiel #3
0
void hunt_room(struct char_data * ch)
{
  int dir = -1;

  if (!ch) {
    return;
  }

  /* make sure the room is valid */
  if (HUNTINGRM(ch) < 0 || AFF_FLAGGED(ch, AFF_MAJOR_PARALIZED) || AFF2_FLAGGED(ch, AFF2_MINOR_PARALIZED)) {
    return;
  }

  /* dez 19980805
   if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SENTINEL)) {
   dir = find_first_step(ch->in_room, HUNTINGRM(ch), 2);
   } else if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
   */
  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
    dir = find_first_step(ch->in_room, HUNTINGRM(ch), 1);
  } else {
    dir = find_first_step(ch->in_room, HUNTINGRM(ch), 0);
  }

  if (dir < 0) {
    HUNTINGRM(ch) = -1;
    return;
  } else {
    perform_move(ch, dir, 1);
    if (ch->in_room == HUNTINGRM(ch)) {
      HUNTINGRM(ch) = -1;
    }
    return;
  }
}
Beispiel #4
0
/* I'm not particularly pleased with the MOB/PLR hoops that have to be jumped
 * through but it hardly calls for a completely new variable. Ideally it would
 * be its own list, but that would change the '->next' pointer, potentially
 * confusing some code. -gg This doesn't handle recursive extractions. */
void extract_pending_chars(void)
{
  struct char_data *vict, *next_vict, *prev_vict;

  if (extractions_pending < 0)
    log("SYSERR: Negative (%d) extractions pending.", extractions_pending);

  for (vict = character_list, prev_vict = NULL; vict && extractions_pending; vict = next_vict) {
    next_vict = vict->next;

    if (MOB_FLAGGED(vict, MOB_NOTDEADYET))
      REMOVE_BIT_AR(MOB_FLAGS(vict), MOB_NOTDEADYET);
    else if (PLR_FLAGGED(vict, PLR_NOTDEADYET))
      REMOVE_BIT_AR(PLR_FLAGS(vict), PLR_NOTDEADYET);
    else {
      /* Last non-free'd character to continue chain from. */
      prev_vict = vict;
      continue;
    }

    extract_char_final(vict);
    extractions_pending--;

    if (prev_vict)
      prev_vict->next = next_vict;
    else
      character_list = next_vict;
  }

  if (extractions_pending > 0)
    log("SYSERR: Couldn't find %d extractions as counted.", extractions_pending);

  extractions_pending = 0;
}
Beispiel #5
0
/* control the fights going on.  Called every 2 seconds from comm.c. */
void perform_violence(void)
{
  struct char_data *ch;

  for (ch = combat_list; ch; ch = next_combat_list) {
    next_combat_list = ch->next_fighting;

    if (FIGHTING(ch) == NULL || IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) {
      stop_fighting(ch);
      continue;
    }

    if (IS_NPC(ch)) {
      if (GET_MOB_WAIT(ch) > 0) {
	GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
	continue;
      }
      GET_MOB_WAIT(ch) = 0;
      if (GET_POS(ch) < POS_FIGHTING) {
	GET_POS(ch) = POS_FIGHTING;
	act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
      }
    }

    if (GET_POS(ch) < POS_FIGHTING) {
      send_to_char(ch, "You can't fight while sitting!!\r\n");
      continue;
    }

    if (hit(ch, FIGHTING(ch), TYPE_UNDEFINED) < -1) {
      continue;
    }
    if (MOB_FLAGGED(ch, MOB_SPEC) && GET_MOB_SPEC(ch) && !MOB_FLAGGED(ch, MOB_NOTDEADYET)) {
      char actbuf[MAX_INPUT_LENGTH] = "";
      (GET_MOB_SPEC(ch)) (ch, ch, 0, actbuf, 0);
    }
  }
}
Beispiel #6
0
/* control the fights going on.  Called every 2 seconds from comm.c. */
void perform_violence(void)
{
  struct char_data *ch;

  for (ch = combat_list; ch; ch = next_combat_list) {
    next_combat_list = ch->next_fighting;

    if (FIGHTING(ch) == NULL || (IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) || \
       (!char_within_range_of_vict(ch, FIGHTING(ch)))) {
      stop_fighting(ch);
      continue;
    }

    if (IS_NPC(ch)) {
      if (GET_MOB_WAIT(ch) > 0) {
	GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
	continue;
      }
      GET_MOB_WAIT(ch) = 0;
      if (GET_POS(ch) < POS_FIGHTING) {
	GET_POS(ch) = POS_FIGHTING;
	act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
      }
    }

    if (GET_POS(ch) < POS_FIGHTING) {
      send_to_char("You can't fight while sitting!!\r\n", ch);
      continue;
    }

    hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
    /* XXX: Need to see if they can handle "" instead of NULL. */
    if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
      (mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
  }
}
Beispiel #7
0
/* This function is the very heart of the entire magic system.  All invocations
 * of all types of magic -- objects, spoken and unspoken PC and NPC spells, the
 * works -- all come through this function eventually. This is also the entry
 * point for non-spoken or unrestricted spells. Spellnum 0 is legal but silently
 * ignored here, to make callers simpler. */
int call_magic(struct char_data *caster, struct char_data *cvict,
	     struct obj_data *ovict, int spellnum, int level, int casttype)
{
  int savetype;

  if (spellnum < 1 || spellnum > TOP_SPELL_DEFINE)
    return (0);

  if (!cast_wtrigger(caster, cvict, ovict, spellnum))
    return 0;
  if (!cast_otrigger(caster, ovict, spellnum))
    return 0;
  if (!cast_mtrigger(caster, cvict, spellnum))
    return 0;

  if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_NOMAGIC)) {
    send_to_char(caster, "Your magic fizzles out and dies.\r\n");
    act("$n's magic fizzles out and dies.", FALSE, caster, 0, 0, TO_ROOM);
    return (0);
  }
  if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) &&
      (SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) {
    send_to_char(caster, "A flash of white light fills the room, dispelling your violent magic!\r\n");
    act("White light from no particular source suddenly fills the room, then vanishes.", FALSE, caster, 0, 0, TO_ROOM);
    return (0);
  }
  if (cvict && MOB_FLAGGED(cvict, MOB_NOKILL)) {
    send_to_char(caster, "This mob is protected.\r\n");
    return (0);
  }
  /* determine the type of saving throw */
  switch (casttype) {
  case CAST_STAFF:
  case CAST_SCROLL:
  case CAST_POTION:
  case CAST_WAND:
    savetype = SAVING_ROD;
    break;
  case CAST_SPELL:
    savetype = SAVING_SPELL;
    break;
  default:
    savetype = SAVING_BREATH;
    break;
  }

  if (IS_SET(SINFO.routines, MAG_DAMAGE))
    if (mag_damage(level, caster, cvict, spellnum, savetype) == -1)
      return (-1);	/* Successful and target died, don't cast again. */

  if (IS_SET(SINFO.routines, MAG_AFFECTS))
    mag_affects(level, caster, cvict, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_UNAFFECTS))
    mag_unaffects(level, caster, cvict, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_POINTS))
    mag_points(level, caster, cvict, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_ALTER_OBJS))
    mag_alter_objs(level, caster, ovict, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_GROUPS))
    mag_groups(level, caster, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_MASSES))
    mag_masses(level, caster, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_AREAS))
    mag_areas(level, caster, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_SUMMONS))
    mag_summons(level, caster, ovict, spellnum, savetype);

  if (IS_SET(SINFO.routines, MAG_CREATIONS))
    mag_creations(level, caster, spellnum);

  if (IS_SET(SINFO.routines, MAG_ROOMS))
    mag_rooms(level, caster, spellnum);

  if (IS_SET(SINFO.routines, MAG_MANUAL))
    switch (spellnum) {
    case SPELL_CHARM:		MANUAL_SPELL(spell_charm); break;
    case SPELL_CREATE_WATER:	MANUAL_SPELL(spell_create_water); break;
    case SPELL_DETECT_POISON:	MANUAL_SPELL(spell_detect_poison); break;
    case SPELL_ENCHANT_WEAPON:  MANUAL_SPELL(spell_enchant_weapon); break;
    case SPELL_IDENTIFY:	MANUAL_SPELL(spell_identify); break;
    case SPELL_LOCATE_OBJECT:   MANUAL_SPELL(spell_locate_object); break;
    case SPELL_SUMMON:		MANUAL_SPELL(spell_summon); break;
    case SPELL_WORD_OF_RECALL:  MANUAL_SPELL(spell_recall); break;
    case SPELL_TELEPORT:	MANUAL_SPELL(spell_teleport); break;
    }

  return (1);
}
Beispiel #8
0
void gain_exp_unchecked(CharData *ch, int gain)
{
    // PC mobs do NOT gain exps at all.
    if (IS_AFFECTED(ch, AFF_CHARM) || MOB_FLAGGED(ch, MOB_CONJURED))
        return;
 
    // stop xps clocking over.
    if ((GET_EXP(ch) > 2000000000) && gain > 0)
        return;

    if (!IS_NPC(ch) && ((GET_LEVEL(ch) < 1 || GET_LEVEL(ch) > MAX_MORTAL)))
        return;

    if (IN_ARENA(ch)) return;
    if (ZONE_FLAGGED(world[ch->in_room].zone, ZONE_ARENA)) return;
    if (ZONE_FLAGGED(world[ch->in_room].zone, ZONE_SLEEPTAG)) return;

    /* NPCs just get their exp mod and leave */
    if (IS_NPC(ch)) {
        GET_EXP(ch) += gain;
        return;
    }

    if (gain > 0) {
        if ((GET_EXP(ch) + gain ) > INT_MAX)
            return;

        GET_EXP(ch) += gain;

        /* Did the player just earn a level? */
        if( GET_LEVEL(ch) < MAX_MORTAL &&
           GET_EXP(ch) >= titles[(int) GET_CLASS(ch)][GET_LEVEL(ch) + 1].exp)
        {
            send_to_char("You rise a level!\r\n", ch);
            GET_EXP(ch) = titles[(int) GET_CLASS(ch)][GET_LEVEL(ch) + 1].exp;
            GET_LEVEL(ch) += 1;
            level_up(ch);
            set_title(ch, NULL);
        }
    } else if (gain < 0) {
        long thisLvl = (titles[(int) GET_CLASS(ch)][GET_LEVEL(ch) + 0].exp);
        long nextLvl = (titles[(int) GET_CLASS(ch)][GET_LEVEL(ch) + 1].exp);
        long neg100 = thisLvl - nextLvl + thisLvl;

        GET_EXP(ch) += gain;

        /* uh oh spaghettios! */
        if (GET_EXP(ch) < 0 && IS_MORTAL(ch)) {
            mudlog(NRM, LVL_IMMORT, TRUE, "SOUL DEATH: %s reduced to 0 xps by death, deleting!",
                    GET_NAME(ch));   
            sendChar(ch, "Your soul is too weak to return to the world...");
            sendChar(ch, "Utter darkness surrounds you as you slowly slip "
                         "into oblivion...");
            act("A look of utter despair crosses $n's face as their very soul"
                " is destroyed.", TRUE, ch, 0, 0, TO_ROOM );
            SET_BIT_AR(PLR_FLAGS(ch), PLR_DELETED);
            if (ch->desc) SET_DCPENDING(ch->desc);
        }

        /* Did the player just lose a level? */
        if (GET_LEVEL(ch) > 1 && IS_MORTAL(ch) && GET_EXP(ch) <= neg100) {
            send_to_char("You have lost a level!\r\n", ch);
            GET_LEVEL(ch) -= 1;
            retreat_level(ch);
            set_title(ch, NULL);

            /* make sure they don't drop below 0% at their new level */
            if (GET_EXP(ch) < titles[(int)GET_CLASS(ch)][GET_LEVEL(ch)].exp)
                GET_EXP(ch) = titles[(int)GET_CLASS(ch)][GET_LEVEL(ch)].exp;
        }
    }
}
Beispiel #9
0
void hunt_aggro(struct char_data * ch)
{
  int dir;
  int skillnum = spells[find_skill_num("aggressive")].spellindex;
  struct char_data *hunted_ch;

  if (!ch || !HUNTING(ch) || FIGHTING(ch)) {
    return;
  }
  /*
   if (world[ch->in_room].zone != world[HUNTING(ch)->in_room].zone) {
   HUNTING(ch) = 0;
   return;
   }
   */
  if ((hunted_ch = find_hunted_char(HUNTING(ch)))) {
    if (ch->in_room == hunted_ch->in_room && !ROOM_FLAGGED(hunted_ch->in_room, ROOM_PEACEFUL)) {
      if (CAN_SEE(hunted_ch, ch) && GET_SKILL(hunted_ch, skillnum) > number(0, 101)) {
        improve_skill(ch, skillnum, SKUSE_AVERAGE);
        hit(hunted_ch, ch, TYPE_UNDEFINED);
      } else {
        if (CAN_SEE(ch, hunted_ch)) {
          hit(ch, hunted_ch, TYPE_UNDEFINED);
        }
      }
      return;
    }
  } else {
    return;
  }

  /* dez 19980805
   if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SENTINEL)) {
   dir = find_first_step(ch->in_room, hunted_ch->in_room, 2);
   } else if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
   */
  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 1);
  } else {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 0);
  }

  if (dir < 0) {
    /* do not forget until player is dead or I die
     HUNTING(ch) = 0;
     */
    return;
  } else {
    perform_move(ch, dir, 1);
    if (ch->in_room == hunted_ch->in_room) {
      if (!ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
        if (CAN_SEE(hunted_ch, ch) && GET_SKILL(hunted_ch, skillnum) > number(0, 101)) {
          improve_skill(ch, skillnum, SKUSE_AVERAGE);
          hit(hunted_ch, ch, TYPE_UNDEFINED);
        } else {
          if (CAN_SEE(ch, hunted_ch)) {
            hit(ch, hunted_ch, TYPE_UNDEFINED);
          }
        }
      }
    }
    return;
  }
}
Beispiel #10
0
void mobile_activity(void)
{
  struct char_data *ch, *next_ch, *vict;
  struct obj_data *obj, *best_obj;
  int door, found, max;
  memory_rec *names;

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;

    if (!IS_MOB(ch))
      continue;

    /* Examine call for special procedure */
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	log("SYSERR: %s (#%d): Attempting to call non-existing mob function.",
		GET_NAME(ch), GET_MOB_VNUM(ch));
	REMOVE_BIT_AR(MOB_FLAGS(ch), MOB_SPEC);
      } else {
        char actbuf[MAX_INPUT_LENGTH] = "";
	if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf))
	  continue;		/* go to next char */
      }
    }

    /* If the mob has no specproc, do the default actions */
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

    /* hunt a victim, if applicable */
    hunt_victim(ch);

    /* Scavenger (picking up objects) */
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
      if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) {
	max = 1;
	best_obj = NULL;
	for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content)
	  if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) {
	    best_obj = obj;
	    max = GET_OBJ_COST(obj);
	  }
	if (best_obj != NULL) {
	  obj_from_room(best_obj);
	  obj_to_char(best_obj, ch);
	  act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM);
	}
      }

    /* Mob Movement */
    if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) &&
       ((door = rand_number(0, 18)) < DIR_COUNT) && CAN_GO(ch, door) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_DEATH) &&
       (!MOB_FLAGGED(ch, MOB_STAY_ZONE) ||
           (world[EXIT(ch, door)->to_room].zone == world[IN_ROOM(ch)].zone))) 
    {
      /* If the mob is charmed, do not move the mob. */
      if (ch->master == NULL)
        perform_move(ch, door, 1);
    }

    /* Aggressive Mobs */
     if (!MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict))
	  continue;

	if (MOB_FLAGGED(ch, MOB_AGGRESSIVE  ) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_EVIL   ) && IS_EVIL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_GOOD   ) && IS_GOOD(vict))) {

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

	  hit(ch, vict, TYPE_UNDEFINED);
	  found = TRUE;
	}
      }
    }

    /* Mob Memory */
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	for (names = MEMORY(ch); names && !found; names = names->next) {
	  if (names->id != GET_IDNUM(vict))
            continue;

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

          found = TRUE;
          act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        }
      }
    }

    /* Charmed Mob Rebellion: In order to rebel, there need to be more charmed 
     * monsters than the person can feasibly control at a time.  Then the
     * mobiles have a chance based on the charisma of their leader.
     * 1-4 = 0, 5-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17-19 = 5, etc. */
    if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && num_followers_charmed(ch->master) > (GET_CHA(ch->master) - 2) / 3) {
      if (!aggressive_mob_on_a_leash(ch, ch->master, ch->master)) {
        if (CAN_SEE(ch, ch->master) && !PRF_FLAGGED(ch->master, PRF_NOHASSLE))
          hit(ch, ch->master, TYPE_UNDEFINED);
        stop_follower(ch);
      }
    }

    /* Helper Mobs */
    if (MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) 
    {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) 
      {
	      if (ch == vict || !IS_NPC(vict) || !FIGHTING(vict))
          continue; 
	      if (IS_NPC(FIGHTING(vict)) || ch == FIGHTING(vict))
          continue;

	      act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM);
	      hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	      found = TRUE;
      }
    }

    /* Add new mobile actions here */

  }				/* end for() */
}
Beispiel #11
0
void hunt_victim(struct char_data * ch)
{
  extern struct char_data *character_list;
  ACMD(do_open);

  int dir;
  byte found;
  struct char_data *tmp;
  struct char_data *hunted_ch;
  char abuf[80];
  char doorname[80];

  if (!ch || !HUNTING(ch) || AFF2_FLAGGED(ch, AFF2_MINOR_PARALIZED) || AFF_FLAGGED(ch, AFF_MAJOR_PARALIZED)) {
    return;
  }

  hunted_ch = find_hunted_char(HUNTING(ch));
  /* make sure the char still exists */
  for (found = 0, tmp = character_list; tmp && !found && hunted_ch; tmp = tmp->next) {
    if (HUNTING(ch) == GET_IDNUM(tmp)) {
      found = 1;
    }
  }

  if (!found) {
    act("$n says, 'Damn!  My prey is gone!!'", TRUE, ch, 0, 0, TO_ROOM);
    /* don't forget vict until they die or I am dead
     HUNTING(ch) = 0;
     */
    return;
  }

  /* dez 19980805
   if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SENTINEL)) {
   dir = find_first_step(ch->in_room, hunted_ch->in_room, 2);
   } else if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
   */

  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 1);
  } else {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 0);
  }

  if (dir < 0) {
    sprintf(buf, "$n says 'Damn!  Lost %s!'", HMHR(hunted_ch));
    act(buf, TRUE, ch, 0, 0, TO_ROOM);
    /* don't forget vict until they die or I am dead
     HUNTING(ch) = 0;
     */
    return;
  } else {
    if (IS_CLOSED(ch->in_room, dir)) {
      one_argument(EXIT(ch, dir)->keyword, doorname);
      sprintf(abuf, "%s %s", doorname, dirs[dir]);
      do_open(ch, abuf, 0, 0);
    }
    perform_move(ch, dir, 1);
    if (ch->in_room == hunted_ch->in_room && !ROOM_FLAGGED(hunted_ch->in_room, ROOM_PEACEFUL)) {
      if (CAN_SEE(ch, hunted_ch)) {
        hit(ch, hunted_ch, TYPE_UNDEFINED);
      }
    }
    return;
  }
}
Beispiel #12
0
void mag_affects(int level, struct char_data *ch, struct char_data *victim,
		      int spellnum, int savetype)
{
  struct affected_type af[MAX_SPELL_AFFECTS];
  bool accum_affect = FALSE, accum_duration = FALSE;
  const char *to_vict = NULL, *to_room = NULL;
  int i;


  if (victim == NULL || ch == NULL)
    return;

  for (i = 0; i < MAX_SPELL_AFFECTS; i++) {
    af[i].type = spellnum;
    af[i].bitvector = 0;
    af[i].modifier = 0;
    af[i].location = APPLY_NONE;
  }

  switch (spellnum) {

  case SPELL_CHILL_TOUCH:
    af[0].location = APPLY_STR;
    if (mag_savingthrow(victim, savetype, 0))
      af[0].duration = 1;
    else
      af[0].duration = 4;
    af[0].modifier = -1;
    accum_duration = TRUE;
    to_vict = "You feel your strength wither!";
    break;

  case SPELL_ARMOR:
    af[0].location = APPLY_AC;
    af[0].modifier = -20;
    af[0].duration = 24;
    accum_duration = TRUE;
    to_vict = "You feel someone protecting you.";
    break;

  case SPELL_BLESS:
    af[0].location = APPLY_HITROLL;
    af[0].modifier = 2;
    af[0].duration = 6;

    af[1].location = APPLY_SAVING_SPELL;
    af[1].modifier = -1;
    af[1].duration = 6;

    accum_duration = TRUE;
    to_vict = "You feel righteous.";
    break;

  case SPELL_BLINDNESS:
    if (MOB_FLAGGED(victim,MOB_NOBLIND) || mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "You fail.\r\n");
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].modifier = -4;
    af[0].duration = 2;
    af[0].bitvector = AFF_BLIND;

    af[1].location = APPLY_AC;
    af[1].modifier = 40;
    af[1].duration = 2;
    af[1].bitvector = AFF_BLIND;

    to_room = "$n seems to be blinded!";
    to_vict = "You have been blinded!";
    break;

  case SPELL_CURSE:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].duration = 1 + (GET_LEVEL(ch) / 2);
    af[0].modifier = -1;
    af[0].bitvector = AFF_CURSE;

    af[1].location = APPLY_DAMROLL;
    af[1].duration = 1 + (GET_LEVEL(ch) / 2);
    af[1].modifier = -1;
    af[1].bitvector = AFF_CURSE;

    accum_duration = TRUE;
    accum_affect = TRUE;
    to_room = "$n briefly glows red!";
    to_vict = "You feel very uncomfortable.";
    break;

  case SPELL_DETECT_ALIGN:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_ALIGN;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_INVIS:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_INVIS;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_MAGIC:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_MAGIC;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_INFRAVISION:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_INFRAVISION;
    accum_duration = TRUE;
    to_vict = "Your eyes glow red.";
    to_room = "$n's eyes glow red.";
    break;

  case SPELL_INVISIBLE:
    if (!victim)
      victim = ch;

    af[0].duration = 12 + (GET_LEVEL(ch) / 4);
    af[0].modifier = -40;
    af[0].location = APPLY_AC;
    af[0].bitvector = AFF_INVISIBLE;
    accum_duration = TRUE;
    to_vict = "You vanish.";
    to_room = "$n slowly fades out of existence.";
    break;

  case SPELL_POISON:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_STR;
    af[0].duration = GET_LEVEL(ch);
    af[0].modifier = -2;
    af[0].bitvector = AFF_POISON;
    to_vict = "You feel very sick.";
    to_room = "$n gets violently ill!";
    break;

  case SPELL_PROT_FROM_EVIL:
    af[0].duration = 24;
    af[0].bitvector = AFF_PROTECT_EVIL;
    accum_duration = TRUE;
    to_vict = "You feel invulnerable!";
    break;

  case SPELL_SANCTUARY:
    af[0].duration = 4;
    af[0].bitvector = AFF_SANCTUARY;

    accum_duration = TRUE;
    to_vict = "A white aura momentarily surrounds you.";
    to_room = "$n is surrounded by a white aura.";
    break;

  case SPELL_SLEEP:
    if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim))
      return;
    if (MOB_FLAGGED(victim, MOB_NOSLEEP))
      return;
    if (mag_savingthrow(victim, savetype, 0))
      return;

    af[0].duration = 4 + (GET_LEVEL(ch) / 4);
    af[0].bitvector = AFF_SLEEP;

    if (GET_POS(victim) > POS_SLEEPING) {
      send_to_char(victim, "You feel very sleepy...  Zzzz......\r\n");
      act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
      GET_POS(victim) = POS_SLEEPING;
    }
    break;

  case SPELL_STRENGTH:
    if (GET_ADD(victim) == 100)
      return;

    af[0].location = APPLY_STR;
    af[0].duration = (GET_LEVEL(ch) / 2) + 4;
    af[0].modifier = 1 + (level > 18);
    accum_duration = TRUE;
    accum_affect = TRUE;
    to_vict = "You feel stronger!";
    break;

  case SPELL_SENSE_LIFE:
    to_vict = "Your feel your awareness improve.";
    af[0].duration = GET_LEVEL(ch);
    af[0].bitvector = AFF_SENSE_LIFE;
    accum_duration = TRUE;
    break;

  case SPELL_WATERWALK:
    af[0].duration = 24;
    af[0].bitvector = AFF_WATERWALK;
    accum_duration = TRUE;
    to_vict = "You feel webbing between your toes.";
    break;
  }

  /*
   * If this is a mob that has this affect set in its mob file, do not
   * perform the affect.  This prevents people from un-sancting mobs
   * by sancting them and waiting for it to fade, for example.
   */
  if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
    for (i = 0; i < MAX_SPELL_AFFECTS; i++)
      if (AFF_FLAGGED(victim, af[i].bitvector)) {
	send_to_char(ch, "%s", NOEFFECT);
	return;
      }

  /*
   * If the victim is already affected by this spell, and the spell does
   * not have an accumulative effect, then fail the spell.
   */
  if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect)) {
    send_to_char(ch, "%s", NOEFFECT);
    return;
  }

  for (i = 0; i < MAX_SPELL_AFFECTS; i++)
    if (af[i].bitvector || (af[i].location != APPLY_NONE))
      affect_join(victim, af+i, accum_duration, FALSE, accum_affect, FALSE);

  if (to_vict != NULL)
    act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
  if (to_room != NULL)
    act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
Beispiel #13
0
/*
 * Alert: As of bpl14, this function returns the following codes:
 *	< 0	Victim died.
 *	= 0	No damage.
 *	> 0	How much damage done.
 */
int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype)
{
  if (GET_POS(victim) <= POS_DEAD) {
    /* This is "normal"-ish now with delayed extraction. -gg 3/15/2001 */
    if (PLR_FLAGGED(victim, PLR_NOTDEADYET) || MOB_FLAGGED(victim, MOB_NOTDEADYET))
      return (-1);

    log("SYSERR: Attempt to damage corpse '%s' in room #%d by '%s'.",
		GET_NAME(victim), GET_ROOM_VNUM(IN_ROOM(victim)), GET_NAME(ch));
    die(victim);
    return (-1);			/* -je, 7/7/92 */
  }

  /* peaceful rooms */
  if (ch != victim && ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {
    send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n");
    return (0);
  }

  /* shopkeeper protection */
  if (!ok_damage_shopkeeper(ch, victim))
    return (0);

  /* You can't damage an immortal! */
  if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT))
    dam = 0;

  if (victim != ch) {
    /* Start the attacker fighting the victim */
    if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL))
      set_fighting(ch, victim);

    /* Start the victim fighting the attacker */
    if (GET_POS(victim) > POS_STUNNED && (FIGHTING(victim) == NULL)) {
      set_fighting(victim, ch);
      if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch))
	remember(victim, ch);
    }
  }

  /* If you attack a pet, it hates your guts */
  if (victim->master == ch)
    stop_follower(victim);

  /* If the attacker is invisible, he becomes visible */
  if (AFF_FLAGGED(ch, AFF_INVISIBLE | AFF_HIDE))
    appear(ch);

  /* Cut damage in half if victim has sanct, to a minimum 1 */
  if (AFF_FLAGGED(victim, AFF_SANCTUARY) && dam >= 2)
    dam /= 2;

  /* Check for PK if this is not a PK MUD */
  if (!pk_allowed) {
    check_killer(ch, victim);
    if (PLR_FLAGGED(ch, PLR_KILLER) && (ch != victim))
      dam = 0;
  }

  /* Set the maximum damage per round and subtract the hit points */
  dam = MAX(MIN(dam, 100), 0);
  GET_HIT(victim) -= dam;

  /* Gain exp for the hit */
  if (ch != victim)
    gain_exp(ch, GET_LEVEL(victim) * dam);

  update_pos(victim);

  /*
   * skill_message sends a message from the messages file in lib/misc.
   * dam_message just sends a generic "You hit $n extremely hard.".
   * skill_message is preferable to dam_message because it is more
   * descriptive.
   * 
   * If we are _not_ attacking with a weapon (i.e. a spell), always use
   * skill_message. If we are attacking with a weapon: If this is a miss or a
   * death blow, send a skill_message if one exists; if not, default to a
   * dam_message. Otherwise, always send a dam_message.
   */
  if (!IS_WEAPON(attacktype))
    skill_message(dam, ch, victim, attacktype);
  else {
    if (GET_POS(victim) == POS_DEAD || dam == 0) {
      if (!skill_message(dam, ch, victim, attacktype))
	dam_message(dam, ch, victim, attacktype);
    } else {
      dam_message(dam, ch, victim, attacktype);
    }
  }

  /* Use send_to_char -- act() doesn't send message if you are DEAD. */
  switch (GET_POS(victim)) {
  case POS_MORTALLYW:
    act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are mortally wounded, and will die soon, if not aided.\r\n");
    break;
  case POS_INCAP:
    act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are incapacitated an will slowly die, if not aided.\r\n");
    break;
  case POS_STUNNED:
    act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You're stunned, but will probably regain consciousness again.\r\n");
    break;
  case POS_DEAD:
    act("$n is dead!  R.I.P.", FALSE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are dead!  Sorry...\r\n");
    break;

  default:			/* >= POSITION SLEEPING */
    if (dam > (GET_MAX_HIT(victim) / 4))
      send_to_char(victim, "That really did HURT!\r\n");

    if (GET_HIT(victim) < (GET_MAX_HIT(victim) / 4)) {
      send_to_char(victim, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n",
		CCRED(victim, C_SPR), CCNRM(victim, C_SPR));
      if (ch != victim && MOB_FLAGGED(victim, MOB_WIMPY))
	do_flee(victim, NULL, 0, 0);
    }
    if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) &&
	GET_HIT(victim) < GET_WIMP_LEV(victim) && GET_HIT(victim) > 0) {
      send_to_char(victim, "You wimp out, and attempt to flee!\r\n");
      do_flee(victim, NULL, 0, 0);
    }
    break;
  }

  /* Help out poor linkless people who are attacked */
  if (!IS_NPC(victim) && !(victim->desc) && GET_POS(victim) > POS_STUNNED) {
    do_flee(victim, NULL, 0, 0);
    if (!FIGHTING(victim)) {
      act("$n is rescued by divine forces.", FALSE, victim, 0, 0, CommTarget::TO_ROOM);
      GET_WAS_IN(victim) = IN_ROOM(victim);
      char_from_room(victim);
      char_to_room(victim, 0);
    }
  }

  /* stop someone from fighting if they're stunned or worse */
  if (GET_POS(victim) <= POS_STUNNED && FIGHTING(victim) != NULL)
    stop_fighting(victim);

  /* Uh oh.  Victim died. */
  if (GET_POS(victim) == POS_DEAD) {
    if (ch != victim && (IS_NPC(victim) || victim->desc)) {
      if (AFF_FLAGGED(ch, AFF_GROUP))
	group_gain(ch, victim);
      else
        solo_gain(ch, victim);
    }

    if (!IS_NPC(victim)) {
      mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name);
      if (MOB_FLAGGED(ch, MOB_MEMORY))
	forget(ch, victim);
    }
    die(victim);
    return (-1);
  }
  return (dam);
}
Beispiel #14
0
void autoquest_trigger_check(struct char_data *ch, struct char_data *vict,
                struct obj_data *object, int type)
{
  struct char_data *i;
  qst_rnum rnum;
  int found = TRUE;

  if (IS_NPC(ch))
    return;
  if (GET_QUEST(ch) == NOTHING)  /* No current quest, skip this */
    return;
  if (GET_QUEST_TYPE(ch) != type)
    return;
  if ((rnum = real_quest(GET_QUEST(ch))) == NOTHING)
    return;
  switch (type) {
    case AQ_OBJ_FIND:
      if (QST_TARGET(rnum) == GET_OBJ_VNUM(object))
        generic_complete_quest(ch);
      break;
    case AQ_ROOM_FIND:
      if (QST_TARGET(rnum) == world[IN_ROOM(ch)].number)
        generic_complete_quest(ch);
      break;
    case AQ_MOB_FIND:
      for (i=world[IN_ROOM(ch)].people; i; i = i->next_in_room)
        if (IS_NPC(i))
          if (QST_TARGET(rnum) == GET_MOB_VNUM(i))
            generic_complete_quest(ch);
      break;
    case AQ_MOB_KILL:
      if (!IS_NPC(ch) && IS_NPC(vict) && (ch != vict))
          if (QST_TARGET(rnum) == GET_MOB_VNUM(vict))
            generic_complete_quest(ch);
      break;
    case AQ_MOB_SAVE:
       if (ch == vict)
        found = FALSE;
      for (i = world[IN_ROOM(ch)].people; i && found; i = i->next_in_room)
          if (i && IS_NPC(i) && !MOB_FLAGGED(i, MOB_NOTDEADYET))
            if ((GET_MOB_VNUM(i) != QST_TARGET(rnum)) &&
                !AFF_FLAGGED(i, AFF_CHARM))
              found = FALSE;
      if (found)
        generic_complete_quest(ch);
      break;
    case AQ_OBJ_RETURN:
      if (IS_NPC(vict) && (GET_MOB_VNUM(vict) == QST_RETURNMOB(rnum)))
        if (object && (GET_OBJ_VNUM(object) == QST_TARGET(rnum)))
          generic_complete_quest(ch);
      break;
    case AQ_ROOM_CLEAR:
      if (QST_TARGET(rnum) == world[IN_ROOM(ch)].number) {
        for (i = world[IN_ROOM(ch)].people; i && found; i = i->next_in_room)
          if (i && IS_NPC(i) && !MOB_FLAGGED(i, MOB_NOTDEADYET))
            found = FALSE;
        if (found)
   generic_complete_quest(ch);
      }
      break;
    default:
      log("SYSERR: Invalid quest type passed to autoquest_trigger_check");
      break;
  }
}
/**
* Checks for common mob problems and reports them to ch.
*
* @param char_data *mob The mob to audit.
* @param char_data *ch The person to report to.
* @return bool TRUE if any problems were reported; FALSE if all good.
*/
bool audit_mobile(char_data *mob, char_data *ch) {
	extern adv_data *get_adventure_for_vnum(rmt_vnum vnum);
	
	bool is_adventure = (get_adventure_for_vnum(GET_MOB_VNUM(mob)) != NULL);
	char temp[MAX_STRING_LENGTH], *ptr;
	bool problem = FALSE;

	if (!str_cmp(GET_PC_NAME(mob), "mobile new")) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Keywords not set");
		problem = TRUE;
	}
	
	ptr = GET_PC_NAME(mob);
	do {
		ptr = any_one_arg(ptr, temp);
		if (*temp && !str_str(GET_SHORT_DESC(mob), temp) && !str_str(GET_LONG_DESC(mob), temp)) {
			olc_audit_msg(ch, GET_MOB_VNUM(mob), "Keyword '%s' not found in strings", temp);
			problem = TRUE;
		}
	} while (*ptr);
	
	if (!str_cmp(GET_SHORT_DESC(mob), "a new mobile")) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Short desc not set");
		problem = TRUE;
	}
	any_one_arg(GET_SHORT_DESC(mob), temp);
	if ((fill_word(temp) || reserved_word(temp)) && isupper(*temp)) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Short desc capitalized");
		problem = TRUE;
	}
	if (ispunct(GET_SHORT_DESC(mob)[strlen(GET_SHORT_DESC(mob)) - 1])) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Short desc has punctuation");
		problem = TRUE;
	}
	
	ptr = GET_SHORT_DESC(mob);
	do {
		ptr = any_one_arg(ptr, temp);
		// remove trailing punctuation
		while (*temp && ispunct(temp[strlen(temp)-1])) {
			temp[strlen(temp)-1] = '\0';
		}
		if (*temp && !fill_word(temp) && !reserved_word(temp) && !isname(temp, GET_PC_NAME(mob))) {
			olc_audit_msg(ch, GET_MOB_VNUM(mob), "Suggested missing keyword '%s'", temp);
			problem = TRUE;
		}
	} while (*ptr);
	
	if (!str_cmp(GET_LONG_DESC(mob), "A new mobile is standing here.\r\n")) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Long desc not set");
		problem = TRUE;
	}
	if (!ispunct(GET_LONG_DESC(mob)[strlen(GET_LONG_DESC(mob)) - 3])) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Long desc missing punctuation");
		problem = TRUE;
	}
	if (islower(*GET_LONG_DESC(mob))) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Long desc not capitalized");
		problem = TRUE;
	}
	if (!is_adventure && GET_MAX_SCALE_LEVEL(mob) == 0) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "No maximum scale level on non-adventure mob");
		problem = TRUE;
	}
	if (MOB_ATTACK_TYPE(mob) == TYPE_RESERVED) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Invalid attack type");
		problem = TRUE;
	}
	if (MOB_FLAGGED(mob, MOB_ANIMAL) && !has_interaction(mob->interactions, INTERACT_SKIN)) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Animal has no skin");
		problem = TRUE;
	}
	if (MOB_FLAGGED(mob, MOB_ANIMAL) && !has_interaction(mob->interactions, INTERACT_BUTCHER)) {
		olc_audit_msg(ch, GET_MOB_VNUM(mob), "Animal can't be butchered");
		problem = TRUE;
	}
	
	return problem;
}
Beispiel #16
0
/* the main engine of charm spell, and similar */
void effect_charm(struct char_data *ch, struct char_data *victim,
        int spellnum) {
  struct affected_type af;
  int elf_bonus = 0;

  if (!IS_NPC(victim) && (GET_RACE(victim) == RACE_ELF || //elven enchantment resistance
          GET_RACE(victim) == RACE_H_ELF)) // added check for IS_NPC because NPCRACE_HUMAN == RACE_ELF and NPCRACE_ABERRATION == RACE_H_ELF
    elf_bonus += 2;

  if (victim == ch)
    send_to_char(ch, "You like yourself even better!\r\n");

  else if (MOB_FLAGGED(victim, MOB_NOCHARM)) {
    send_to_char(ch, "Your victim doesn't seem vulnerable to this "
            "enchantments!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  
  else if (IS_AFFECTED(victim, AFF_MIND_BLANK)) {
    send_to_char(ch, "Your victim is protected from this "
            "enchantment!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  
  else if (AFF_FLAGGED(ch, AFF_CHARM))
    send_to_char(ch, "You can't have any followers of your own!\r\n");

  else if (AFF_FLAGGED(victim, AFF_CHARM))
    send_to_char(ch, "Your victim is already charmed.\r\n");

  else if (spellnum == SPELL_CHARM && (CASTER_LEVEL(ch) < GET_LEVEL(victim) ||
          GET_LEVEL(victim) >= 8))
    send_to_char(ch, "Your victim is too powerful.\r\n");

  else if ((spellnum == SPELL_DOMINATE_PERSON || spellnum == SPELL_MASS_DOMINATION) &&
          CASTER_LEVEL(ch) < GET_LEVEL(victim))
    send_to_char(ch, "Your victim is too powerful.\r\n");

    /* player charming another player - no legal reason for this */
  else if (!CONFIG_PK_ALLOWED && !IS_NPC(victim))
    send_to_char(ch, "You fail - shouldn't be doing it anyway.\r\n");

  else if (circle_follow(victim, ch))
    send_to_char(ch, "Sorry, following in circles is not allowed.\r\n");

  else if (mag_resistance(ch, victim, 0)) {
    send_to_char(ch, "You failed to penetrate the spell resistance!");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  else if (mag_savingthrow(ch, victim, SAVING_WILL, elf_bonus)) {
    send_to_char(ch, "Your victim resists!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);

  } else {
    /* slippery mind gives a second save */
    if (!IS_NPC(victim) && GET_SKILL(victim, SKILL_SLIPPERY_MIND)) {
      increase_skill(victim, SKILL_SLIPPERY_MIND);
      send_to_char(victim, "\tW*Slippery Mind*\tn  ");
      if (mag_savingthrow(ch, victim, SAVING_WILL, 0)) {
        return;
      }
    }

    if (victim->master)
      stop_follower(victim);

    add_follower(victim, ch);

    new_affect(&af);
    if (spellnum == SPELL_CHARM)
      af.spell = SPELL_CHARM;
    if (spellnum == SPELL_CHARM_ANIMAL)
      af.spell = SPELL_CHARM_ANIMAL;
    else if (spellnum == SPELL_DOMINATE_PERSON)
      af.spell = SPELL_DOMINATE_PERSON;
    else if (spellnum == SPELL_MASS_DOMINATION)
      af.spell = SPELL_MASS_DOMINATION;
    af.duration = 100;
    if (GET_CHA_BONUS(ch))
      af.duration += GET_CHA_BONUS(ch) * 4;
    SET_BIT_AR(af.bitvector, AFF_CHARM);
    affect_to_char(victim, &af);

    act("Isn't $n just such a nice fellow?", FALSE, ch, 0, victim, TO_VICT);
    //    if (IS_NPC(victim))
    //      REMOVE_BIT_AR(MOB_FLAGS(victim), MOB_SPEC);
  }
  // should never get here
}
Beispiel #17
0
void mobile_activity(void)
{
  register struct char_data *ch, *next_ch, *vict;
  struct char_data *min_vict = NULL;
  struct obj_data *obj, *next_obj, *best_obj, *cont;
  int door, found, max, where;
  int casual, max_abil=0, curr_abil, gold;
  memory_rec *names;
  room_rnum target_room;

  extern int no_specials;
  ACMD(do_get);

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;
    
    if (!IS_MOB(ch))
      continue;
    
    //lance ripristina il master!
 	  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SAVE))
 		  chkmaster(ch);

    // Examine call for special procedure
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	      sprintf(buf, "SYSERR: %s (#%d): Attempting to call non-existing mob func", GET_NAME(ch), GET_MOB_VNUM(ch));
	      log(buf);
	      REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC);
      }
      else {
	      //(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
	      if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""))
	        continue;	     /*  go to next char*/
      }
    }

// If the mob has no specproc, do the default actions
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

// Nuovo Scavenger (picking up objects) by Rusty 
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
	  if (world[ch->in_room].contents && (number(0, 10) > 5)) {
		  max = -1000;
		  best_obj = NULL;
		  for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
	  	if (CAN_GET_OBJ(ch, obj) && objlevel(obj) > max) {
			  best_obj = obj;
			  max = objlevel(obj);
			}
    
		  if (best_obj != NULL) {
			  obj_from_room(best_obj);
			  obj_to_char(best_obj, ch);
			  act("$n prende $p.", FALSE, ch, best_obj, 0, TO_ROOM);

// Orione, tolta la procedura che fa indossare l'eq raccolto ai mob scavenger
// Scavenger Plus:Mob wear the best object
/*
			  where=find_eq_pos(ch, best_obj, 0);
			  if (CAN_WEAR(best_obj, ITEM_WEAR_WIELD))
			    where=WEAR_WIELD;

			  if ( (where>0) && GET_EQ(ch,where)) {
				  // se ce l'ha gia!
				  if ((objlevel((ch)->equipment[where]))< objlevel(best_obj)) {
				    obj_to_char((obj=unequip_char(ch, where)), ch);
					  act("$n smette di usare $p.", FALSE, ch, obj, 0, TO_ROOM);
				  } 
				  else {
					  where = NUM_WEARS; // cioe' oggetto non indossabile
				  }

				  if (GET_LEVEL(ch)>=objlevel(best_obj)) {
					  if (where>=0 && where <NUM_WEARS) {
						  obj_from_char(best_obj);
						  equip_char(ch,best_obj,where);
						  wear_message(ch,best_obj,where);
					  }
				  }
			  }
*/
		  }
	  } //End ifif

// Mob BodyGuard !?       
    if (MOB_FLAGGED(ch, MOB_BGUARD) && (ch->master)) {
      if (   (FIGHTING(ch->master) && (npc_rescue(ch, ch->master) == FALSE))
	        || (ch->master && WHOKILLED(ch->master)) ) {
        act("$N Si schiera Prontamente al tuo fianco!", FALSE,ch->master, 0, ch, TO_CHAR);
	      act("$n Si schiera prontamente al fianco di $N", FALSE, ch, 0, ch->master, TO_ROOM);
	      if (WHOKILLED(ch->master))	
	        hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	      else
	        hit(ch, FIGHTING(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	    }
     
      if (FIGHTING(ch)) {
	      npc_rescue(ch, ch->master);
		    if (WHOKILLED(ch->master))
		      hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);  /*in ogni caso assiste*/
		    continue;
		  }	  
    }

//MOB_THIEF
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL)  && (GET_POS(ch) == POS_RESTING)
        && IS_AFFECTED(ch, AFF_HIDE) && GET_HIT(ch) >= 2*GET_MAX_HIT(ch)/3) {
      appear(ch);
      GET_POS(ch)=POS_STANDING;
    }
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL) 
        && ( GET_POS(ch) == POS_STANDING) 
        && ( (casual = number(0, 11)) < 6 ) ) {   // 50%  Rubare

      // cerca le vittime  1) Devono aver almeno 1 coin  
      //                   2) Deve aver una buona prob di farcela
      for (found=FALSE, min_vict = NULL, vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
	      if (CAN_SEE(ch, vict) && (vict != ch)) {
	        if ((min_vict == NULL) || (max_abil < 100)) {
	        //se ha il 100% tanto vale fermarsi
	        //Calcolo dell abilita:presa esattamente da D n'D

	          curr_abil = MIN(90, (10*(GET_LEVEL(ch)) - 5*GET_LEVEL(vict)));
	          curr_abil -=  dex_app[GET_DEX(vict)].reaction;
	          if (GET_POS(vict) < POS_STANDING)
	            curr_abil += 200;
	    // Se la vittima e' addormentata-stunned - incap o morta ovviamente
	    //  deruberai questa sicuramente

	          if (   (curr_abil >= 40) 
	              && (GET_GOLD(vict) != 0) 
	              && (curr_abil > max_abil) ) {
	            min_vict = vict;
	            max_abil = curr_abil;
	            found=TRUE;
	          }
	        }
	      }
      }
      // Se ha trovato la vittima
      if (found == TRUE) {
	      if ((casual = number(1, 100)) > max_abil) {
	        if (!IS_NPC(min_vict))
	          act(" $n cerca di prendere dei soldi dal tuo Borsello", FALSE, ch, 0, min_vict, TO_CHAR);
	        else {
	          act("Oops...", FALSE, ch, 0, min_vict, TO_ROOM);
	          act("$n cerca di rubare soldi a $N..Ma viene Scoperto! ", FALSE, ch, 0, min_vict, TO_ROOM);
	        }
	        
	        //Beccato ... fa 2 tentativi di fuga
	        if (((door = number(1, 7)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -= 1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door += 2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        
	        if (IS_NPC(min_vict)) {
	          act("$n Urla: $N e' uno sporco LADRO!!!!", FALSE, min_vict, 0, ch, TO_ROOM);
	          hit(min_vict, ch, TYPE_UNDEFINED);
	        }
	      }
	      // Il Bastardo ce la fa!
	      else {
	        if (GET_POS(min_vict) < 5) {
	          GET_GOLD(ch) += GET_GOLD(min_vict);
	          GET_GOLD(min_vict) = 0;    //la ripulisce completamente
	        }
	        else {
	          gold = number((GET_GOLD(min_vict) / 10), (GET_GOLD(min_vict) / 2));
	          //gold = MIN(5000, gold);
	          if (gold > 0) {
	            GET_GOLD(ch) += gold;
	            GET_GOLD(min_vict) -= gold;
	            if (GET_GOLD(min_vict) < 0)
	              GET_GOLD(min_vict) = 0;
	          }
	        }
	        // Dopo il furto si allontana
	        if (((door = number(1, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -=1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door +=2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	      }
      }
      else { // Nessuna vittima appetibile:se ne va!
	      
	      if (((door = number(0, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	          !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	        perform_move(ch, door, 1, CAN_SHOW_ROOM);
      }
    }

// Mob Sciacalli indossano EQ    
    if (MOB_FLAGGED(ch, MOB_NECRO) && !FIGHTING(ch) && AWAKE(ch))
    if (world[ch->in_room].contents) {
	    max = -1000;
	    best_obj=NULL;
	    for (cont = world[ch->in_room].contents;cont;cont = cont->next_content)
	    if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) {
	      for (obj = cont->contains; obj; obj = next_obj) {
		      next_obj = obj->next_content;
		      if (obj != NULL) {
		        if (CAN_SEE_OBJ(ch, obj) && ( (max = objlevel(obj)) <= GET_LEVEL(ch)) ) {
		          perform_get_from_container(ch, obj, cont, FIND_OBJ_INV);
		          if (obj != NULL) {
		            where = find_eq_pos(ch, obj, 0);
		            if (CAN_WEAR(obj, ITEM_WEAR_HOLD))
			            where = WEAR_HOLD;
		            if (GET_OBJ_TYPE(obj)==ITEM_LIGHT)
			            where = WEAR_LIGHT;
		            if (CAN_WEAR(obj, ITEM_WEAR_WIELD))
			            where = WEAR_WIELD;
		            if (where < 0) {
			            sprintf(buf,"SYSERR:pos < 0 ,in cont %s obj %d %s In room %d", 
			                        cont->name, 
			                        GET_OBJ_RNUM(obj), 
			                        obj->name, 
			                        IN_ROOM(ch));
			            log(buf);
			            where = NUM_WEARS;
		            }
		            
		            if (GET_EQ(ch, where) && where < NUM_WEARS) {
			            if ((objlevel((ch)->equipment[where])) < objlevel(obj)) {
			              obj_to_char((best_obj = unequip_char(ch, where)), ch);
			              act("$n smette di usare $p.",FALSE, ch, best_obj, 0, TO_ROOM);
			            }
			            else
			              where = NUM_WEARS;
		            }
		            if (where >= 0 && where < NUM_WEARS) {
			            wear_message(ch, obj, where);
			            obj_from_char(obj);
			            equip_char(ch, obj, where);
		            }
		          }
		        }
		      }
	      }
	    } //End forif
	  } //End ifif

// Mob Movement
    if (HUNTING(ch)) 
      hunt_victim(ch);
    else {
	    if (MOB_FLAGGED(ch , MOB_SEARCHER)) {}
 	    else {
        if (ch->in_room != NOWHERE) {
          if (!IS_IN_WILD(ch)) {
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (   (door = number(0, 8)) < NUM_OF_DIRS) 
                    && CAN_GO(ch, door) 
                    && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) 
                    && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                        || (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
          else {  // E' in wilderness
            if (MOB_FLAGGED(ch, MOB_WILDHUNT)) 
              door = wild_mobhunter(ch);
            else 
              door = number(0, 8);
            
            if (door >= 0 && door < NUM_OF_DIRS) 
              target_room = wild_target_room(ch, door);
            else 
              target_room = -1;
            
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (target_room != -1) 
                && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                    || (world[target_room].wild_rnum == world[ch->in_room].wild_rnum))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
        }	
      }
    }

// Aggressive Mobs
    if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
	      if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	        continue;
	      if (number(0, 3) < 2)
	        continue; // Simple simulate Random a Joke from Phantom ;P
	      if (GET_ABIL (vict, ABIL_TRATTATIVA) >= EXPERT_LIV)
	        continue; // I pg con trattativa ad esperto fanno pace con gli aggressivi (by Spini)
	      if (controllo_volo(ch, vict))
		continue;
	      if (affected_by_spell (vict, SPELLSKILL, DISEASE_PESTE))
		continue;

	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PROP) && (MASTER_ID(ch)==GET_IDNUM(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_CLAN) && (CLAN_ID(ch)==GET_CLAN(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_AL_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == ALLIANCE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_EN_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == WAR))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PC_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == PEACE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_VAS_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == VASSALLO))
	  	    continue;

        if (   !MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) 
            || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict)) ) {
	        if (GET_MOB_SPEC(ch)== thief)
	          npc_backstab(ch,vict);
	        else
	          hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      }
      }
    }

// Mob Memory
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
        if (!CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
          continue;
        for (names = MEMORY(ch); names && !found; names = names->next)
        if (names->id == GET_IDNUM(vict)) {
          found = TRUE;
          act("$n esclama, 'Hey!! Tu sei il tipo che mi ha attaccato!!!'", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        } //End forif
      }
    }

// Helper Mobs Paladino del bene
    if (   MOB_FLAGGED(ch, MOB_HELPER)
        && !MOB_FLAGGED(ch, MOB_CRIMINALHELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master)
                && (FIGHTING(vict) == ch->master) ) ) {
	        hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      } 		
	      else { 
	        act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
	        hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	        found = TRUE;
	      }
	    } //End forif
    }
	
// Helper Mobs Servo del male
    if (   MOB_FLAGGED(ch, MOB_CRIMINALHELPER)
        && !MOB_FLAGGED(ch, MOB_HELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master) 
                && (vict == ch->master) ) ) {
          act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
          hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
          found = TRUE;
        }
      } //End forif
    }
	
// Add new mobile actions here

  }				// end for()
}