Ejemplo n.º 1
0
void do_kick( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;

    if ( !IS_NPC(ch)
    &&   !(ch->ability[BRAWL].value > 0) )
    {
	send_to_char("You better leave the martial arts to fighters.\n\r", ch );
	return;
    }

    if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK))
	return;

    if ( ( victim = ch->fighting ) == NULL )
    {
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

    WAIT_STATE( ch, skill_table[gsn_kick].beats );
    if ( get_skill(ch,gsn_kick) > number_percent())
    {
	damage(ch,victim,number_range( 1, get_curr_stat(ch, STAT_STR) + 1 ), gsn_kick,DAM_BASH,TRUE,0,-1);
    }
    else
    {
	damage( ch, victim, 0, gsn_kick,DAM_BASH,TRUE,0,-1);
    }
    return;
}
Ejemplo n.º 2
0
int move_gain( CHAR_DATA *ch )
{
    int gain;

    if (ch->in_room == NULL)
	return 0;

    if ( IS_NPC(ch) )
    {
	gain = ch->level;
    }
    else
    {
	gain = UMAX( 15, ch->level );

	switch ( ch->position )
	{
	case POS_SLEEPING: gain += get_curr_stat(ch,STAT_DEX);		break;
	case POS_RESTING:  gain += get_curr_stat(ch,STAT_DEX) / 2;	break;
	}

	if ( ch->pcdata->condition[COND_HUNGER]   == 0 )
	    gain /= 2;

	if ( ch->pcdata->condition[COND_THIRST] == 0 )
	    gain /= 2;
    }

    gain = gain * ch->in_room->heal_rate/100;

    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
	gain = gain * ch->on->value[3] / 100;

    if ( IS_AFFECTED(ch, AFF_POISON) )
	gain /= 4;

    if (IS_AFFECTED(ch, AFF_PLAGUE))
        gain /= 8;

    if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW))
        gain /=2 ;

    return UMIN(gain, ch->max_move - ch->move);
}
Ejemplo n.º 3
0
/* check improve for styles */
void check_style_improve( CHAR_DATA *ch, int style, int multiplier )
{
	int chance,sn,skill,gn,i;
	char test[MSL];
	if(style == 0 || style >= 100)
		return;

	sn = skill_lookup( style_table[style].name );
	chance = 10 * int_app[get_curr_stat(ch,STAT_INT)].learn;
	chance /= (	multiplier
				* 4);
	chance += ch->level * 2;

	if(number_range(1,1000) > chance)
		return;

	ch->pcdata->learned[sn]++;

	if(ch->pcdata->learned[sn] > 100)
		ch->pcdata->learned[sn] = 100;

	/* check for newly learned style skills */
	for(i=0; i<MAX_STYLE_SKILL; i++)
	{
		skill = skill_lookup(style_percent[i].name);
		if(skill > 0)
		{
			gn = gn_skill_lookup(skill);
			if(gn > 1)
			{
				if(!str_prefix(group_table[gn].name,style_table[style].name))
				{
					if(ch->pcdata->learned[sn] == style_percent[i].percent)
					{
						sprintf(test,"%sYou make a breakthrough in your understanding of the %s style!%s",
									get_char_color(ch, "lightyellow"), style_table[style].name, END_COLOR(ch));
						act(test,ch,0,0,TO_CHAR);
						sprintf(test,"You feel ready to learn the %s skill.",style_percent[i].name);
						act(test,ch,0,0,TO_CHAR);
					}
				}
			}

		}

	}
}
Ejemplo n.º 4
0
/*
 * Advancement stuff.
 */
void advance_level( CHAR_DATA *ch, bool hide )
{
    char buf[MAX_STRING_LENGTH];
    int add_hp;
    int add_mana;
    int add_move;
    int add_prac;

    ch->pcdata->last_level = 
	( ch->played + (int) (current_time - ch->logon) ) / 3600;

    sprintf( buf, "the %s",
	title_table [ch->iclass] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
    set_title( ch, buf );

    add_hp	= con_app[get_curr_stat(ch,STAT_CON)].hitp + number_range(
		    class_table[ch->iclass].hp_min,
		    class_table[ch->iclass].hp_max );
    add_mana 	= number_range(2,(2*get_curr_stat(ch,STAT_INT)
				  + get_curr_stat(ch,STAT_WIS))/5);
    if (!class_table[ch->iclass].fMana)
	add_mana /= 2;
    add_move	= number_range( 1, (get_curr_stat(ch,STAT_CON)
				  + get_curr_stat(ch,STAT_DEX))/6 );
    add_prac	= wis_app[get_curr_stat(ch,STAT_WIS)].practice;

    add_hp = add_hp * 9/10;
    add_mana = add_mana * 9/10;
    add_move = add_move * 9/10;

    add_hp	= UMAX(  2, add_hp   );
    add_mana	= UMAX(  2, add_mana );
    add_move	= UMAX(  6, add_move );

    ch->max_hit 	+= add_hp;
    ch->max_mana	+= add_mana;
    ch->max_move	+= add_move;
    ch->practice	+= add_prac;
    ch->train		+= 1;

    ch->pcdata->perm_hit	+= add_hp;
    ch->pcdata->perm_mana	+= add_mana;
    ch->pcdata->perm_move	+= add_move;

    if (!hide)
    {
    	sprintf(buf,
	    "You gain %d hit point%s, %d mana, %d move, and %d practice%s.\n\r",
	    add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
	    add_prac, add_prac == 1 ? "" : "s");
	send_to_char( buf, ch );
    }
    return;
}   
Ejemplo n.º 5
0
/* checks for skill improvement */
void check_improve( CHAR_DATA *ch, int sn, bool success, int multiplier )
{
	int chance = 0;

	if (IS_NPC(ch))
		return;

	if (ch->level < skill_table[sn].skill_level[ch->iclass]
		||  skill_table[sn].rating[ch->iclass] == 0
		||  ch->pcdata->learned[sn] == 0
		||  ch->pcdata->learned[sn] == 100)
	return;  /* skill is not known */ 

	/* check to see if the character has a chance to learn */
	chance = 10 * int_app[get_curr_stat(ch,STAT_INT)].learn;
	chance /= (	multiplier * skill_table[sn].rating[ch->iclass] * 4);
	chance += ch->level;

	if (number_range(1,1000) > chance)
		return;

	/* now that the character has a CHANCE to learn, see if they really have */	

	if (success)
	{
		chance = URANGE(5,100 - ch->pcdata->learned[sn], 95);
		if (number_percent() < chance)
		{
			send_to_char(Format("You have become better at %s!\n\r", skill_table[sn].name),ch);
			ch->pcdata->learned[sn]++;
			gain_exp(ch,2 * skill_table[sn].rating[ch->iclass]);
		}
	}

	else
	{
		chance = URANGE(5,ch->pcdata->learned[sn]/2,30);
		if (number_percent() < chance)
		{
			send_to_char(Format("You learn from your mistakes, and your %s skill improves.\n\r", skill_table[sn].name),ch);
			ch->pcdata->learned[sn] += number_range(1,3);
			ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn],100);
			gain_exp(ch,2 * skill_table[sn].rating[ch->iclass]);
		}
	}
}
Ejemplo n.º 6
0
/*
 * Control the fights going on.
 * Blow stuff up.
 * Called periodically by update_handler.
 */
void violence_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    /* Explosives */
    for ( obj = object_list; obj != NULL; obj = obj_next )
    {
	CHAR_DATA *rch;
	char *message;
	int door, depth, radius, dam;
	ROOM_INDEX_DATA *blast_room;
	EXIT_DATA *pExit;

	obj_next = obj->next;

	if(obj->item_type != ITEM_BOMB || !obj->value[1]) continue;
	if(--obj->value[0] > 0) continue;

	fake_out();
	message = "$p explodes in a show of fiery violence!";

	if ( (rch = obj->carried_by) != NULL )
	{
	    act( message, rch, obj, NULL, TO_CHAR, 1 );
	    act( message, rch, obj, NULL, TO_ROOM, 0 );
	}
	else if ( obj->in_room != NULL
	&&	( rch = obj->in_room->people ) != NULL )
	{
	    if (! (obj->in_obj
		   && !CAN_WEAR(obj->in_obj,ITEM_TAKE)))
	    {
		act( message, rch, obj, NULL, TO_ROOM, 0 );
		act( message, rch, obj, NULL, TO_CHAR, 1 );
	    }
	}

	/* Determine power. (Damage and blast radius.)  */
	/* Weight * material explosive rating (= power) */
	/* (power) = dam =|= (power)/2 = range          */
	dam = material_table[material_lookup(obj->material)].is_explosive;
	radius = dam / 2;

	/* Do damage to everyone in first room. */
	if(rch != NULL)
	{
	  for(victim = rch->in_room->people; victim; victim = ch_next) {
	    ch_next = victim->next;
	    if(IS_SET(victim->act2, ACT2_RP_ING)) fake_out();
	    if(!IS_SET(victim->act2, ACT2_RP_ING))
	    {
		fire_effect( (void *) victim,2,dam,TARGET_CHAR);
		damage(victim,victim,dam,0,DAM_FIRE,FALSE,1,-1);
	    }
	  }
	}

	/* Do damage to everyone within blast radius. */
	message = "A fiery inferno rips through the room!";
	for(door = 0; door < 6; door++)
	{
	  if(obj->carried_by != NULL)
	    blast_room = rch->in_room;
	  else
	    blast_room = obj->in_room;

	  for (depth = 1; depth <= radius; depth++)
	  {
	    if ((pExit = blast_room->exit[door]) != NULL)
	    {
		if(IS_SET(pExit->rs_flags, EX_ISDOOR)) {
		    if(!IS_SET(pExit->rs_flags, EX_BROKEN)
		    && !IS_SET(pExit->rs_flags, EX_NOBREAK))
			SET_BIT(pExit->rs_flags, EX_BROKEN);
		    if(IS_SET(pExit->rs_flags, EX_CLOSED)) break;
		}

		blast_room = pExit->u1.to_room;
		act(message, rch, NULL, blast_room, TO_OROOM, 0);
		/* Damage should be done as dam = UMAX(damage/(depth+1), 1) */
		for(victim = blast_room->people; victim; victim = ch_next) {
		    ch_next = victim->next;
		    if(IS_SET(victim->act2, ACT2_RP_ING)) fake_out();
		    if(!str_cmp(victim->name, "Dsarky")) fake_out();
		    if(!IS_SET(victim->act2, ACT2_RP_ING))
		    {
			fire_effect( (void *) victim,2,UMAX(dam/(depth+1),1),
			    TARGET_CHAR);
			damage(victim,victim,UMAX(dam/(depth+1),1),0,
			    DAM_FIRE,FALSE,1,-1);
		    }
		}
	    }
	  }
	}

	extract_obj( obj );
    }

    for ( ch = char_list; ch != NULL; ch = ch_next )
    {
	ch_next	= ch->next;

        /* Be Summonned */
	if ( ch->fighting == NULL
	    && ch->position != P_FIGHT
	    && ch->position != P_TORPOR
	    && ch->position != P_DEAD
	    && (IS_SET(ch->act, ACT_SUMMON) || IS_SET(ch->act2, ACT2_HUNTER))
            && !IS_SET(ch->act, ACT_AGGRESSIVE))
	        walk_to_summonner( ch );

	if(!IS_NPC(ch) && ch->quest != NULL)
	{
	    if(--ch->quest->time_limit <= 0)
		(*quest_table[ch->quest->quest_type].q_fun) (ch, 3);
	}

/*	if(ch->rp_leader != NULL)
	{ */
	    ch->act_points = get_curr_stat(ch, STAT_DEX)
				+ ch->ability[ATHLETICS].value;
/*	} */

	if(ch->jump_timer > 0 && ch->jump_timer % 2 == 0)
	{
            jump_update(ch, FALSE);
	}
	else
	{
            ch->jump_timer--;
	}

	if(ch->jump_timer <= 0 && !IS_AFFECTED(ch, AFF_FLYING)
	&& !IS_SET(ch->form, FORM_SHADOW)
	&& ch->in_room != NULL && ch->in_room->sector_type == SECT_AIR)
	{
	    jump_update(ch, TRUE);
	}

	if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
	    continue;

        obj = get_eq_char(ch, WEAR_WIELD);

	if ( IS_AWAKE(ch) 
	&& ch->in_room != NULL
	&& ch->in_room == victim->in_room) 
	{
	update_pos(ch, 0);
	if(ch->balance <= -5)
		ch->position = P_SIT;
	if(victim->position > P_DEAD)
	    strike(ch,victim);
	else
	    stop_fighting( ch, TRUE );
	    ch->combat_flag = 0;
	}
	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( ch, TRIG_FIGHT ) )
		mp_percent_trigger( ch, victim, NULL, NULL, TRIG_FIGHT );
	    if ( HAS_TRIGGER( ch, TRIG_HPCNT ) )
		mp_hprct_trigger( ch, victim );
	}
    }

    return;
}
Ejemplo n.º 7
0
void do_disarm( CHAR_DATA *ch, char *argument )
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon;

	hth = 0;

	if ((chance = get_skill(ch,gsn_disarm)) == 0)
	{
		send_to_char( "You don't know how to disarm opponents.\n\r", ch );
		return;
	}

	if ( get_eq_char( ch, WEAR_WIELD ) == NULL
			&&   ((hth = get_skill(ch,gsn_brawl)) == 0
					||    (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM))))
	{
		send_to_char( "You must wield a weapon to disarm.\n\r", ch );
		return;
	}

	if ( ( victim = ch->fighting ) == NULL )
	{
		send_to_char( "You aren't fighting anyone.\n\r", ch );
		return;
	}

	if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
	{
		send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
		return;
	}

	/* find weapon skills */
	ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch));
	vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim));
	ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim));

	/* 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);

	/* and now the attack */
	if (number_percent() < chance)
	{
		WAIT_STATE( ch, skill_table[gsn_disarm].beats );
		disarm( ch, victim );
	}
	else
	{
		WAIT_STATE(ch,skill_table[gsn_disarm].beats);
		act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR,1);
		act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT,0);
		act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT,0);
	}
	return;
}
Ejemplo n.º 8
0
void do_trip( CHAR_DATA *ch, char *argument )
{
    char arg[MIL]={'\0'};
    CHAR_DATA *victim;
    int chance;

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_trip)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
    ||   (!IS_NPC(ch) 
	  && !(ch->ability[BRAWL].value > 0)))
    {
	send_to_char("Tripping?  What's that?\n\r",ch);
	return;
    }


    if (IS_NULLSTR(arg))
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't fighting anyone!\n\r",ch);
	    return;
 	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }
    
    if (IS_AFFECTED(victim,AFF_FLYING))
    {
	act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    if (victim->position < P_FIGHT)
    {
	act("$N is already down.",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    if (victim == ch)
    {
	send_to_char("You fall flat on your face!\n\r",ch);
	WAIT_STATE(ch,2 * skill_table[gsn_trip].beats);
	act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM,0);
	return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("$N is so great though!",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    /* 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;

    /* now the attack */
    if (number_percent() < chance)
    {
	act("$n trips you and you go down!",ch,NULL,victim,TO_VICT,1);
	act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR,1);
	act("$n trips $N, sending $M to the ground.",
	    ch,NULL,victim,TO_NOTVICT,0);

	DAZE_STATE(victim,2 * PULSE_VIOLENCE);
        WAIT_STATE(ch,skill_table[gsn_trip].beats);
	victim->position = P_REST;
	damage(ch,victim,number_range(2, 2 +  2 * victim->size),gsn_trip,
	    DAM_BASH,TRUE,0,-1);
    }
    else
    {
	damage(ch,victim,0,gsn_trip,DAM_BASH,TRUE,0,1);
	WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
    } 
}
Ejemplo n.º 9
0
void do_dirt( CHAR_DATA *ch, char *argument )
{
    char arg[MIL]={'\0'};
    CHAR_DATA *victim;
    int chance;

    one_argument(argument,arg);

    if ( (chance = get_skill(ch,gsn_dirt)) == 0
    ||   (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
    ||   (!IS_NPC(ch)
    &&    !(ch->ability[BRAWL].value > 0)))
    {
	send_to_char("You get your feet dirty.\n\r",ch);
	return;
    }

    if (IS_NULLSTR(arg))
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't in combat!\n\r",ch);
	    return;
	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(victim,AFF_BLIND))
    {
	act("$E's already been blinded.",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    if (victim == ch)
    {
	send_to_char("Very funny.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    /* dexterity */
    chance += get_curr_stat(ch,STAT_DEX);
    chance -= 2 * get_curr_stat(victim,STAT_DEX);

    /* 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_STREET):		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("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM,0);
	act("$n kicks dirt in your eyes!",ch,NULL,victim,TO_VICT,1);
        damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE,FALSE,0,-1);
	send_to_char("You can't see a thing!\n\r",victim);
	WAIT_STATE(ch,skill_table[gsn_dirt].beats);

	af.where	= TO_AFFECTS;
	af.type 	= gsn_dirt;
	af.duration	= 15;
	af.location	= APPLY_PER;
	af.modifier	= -4;
	af.bitvector 	= AFF_BLIND;

	affect_to_char(victim,&af);
    }
    else
    {
	damage(ch,victim,0,gsn_dirt,DAM_NONE,TRUE,0,-1);
	WAIT_STATE(ch,skill_table[gsn_dirt].beats);
    }
}
Ejemplo n.º 10
0
void do_bash( CHAR_DATA *ch, char *argument )
{
    char arg[MIL]={'\0'};
    CHAR_DATA *victim;
    int chance = 0;

    one_argument(argument,arg);
 
    if (IS_NULLSTR(arg))
    {
	victim = ch->fighting;
	if (victim == NULL)
	{
	    send_to_char("But you aren't fighting anyone!\n\r",ch);
	    return;
	}
    }

    else if ((victim = get_char_room(ch,arg)) == NULL)
    {
	send_to_char("They aren't here.\n\r",ch);
	return;
    }

    if (victim->position < P_FIGHT)
    {
	act("You'll have to let $M get back up first.",
	    ch,NULL,victim,TO_CHAR,1);
	return;
    }

    if (victim == ch)
    {
	send_to_char("You try to bash your brains out, but fail.\n\r",ch);
	return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
    {
	act("But $N is your friend!",ch,NULL,victim,TO_CHAR,1);
	return;
    }

    /* size */
    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);

    if (!IS_NPC(victim) 
	&& chance < get_skill(victim,gsn_dodge) )
    {	
	chance -= 3 * (get_skill(victim,gsn_dodge) - chance);
    }

    /* now the attack */
    if (number_percent() < chance )
    {
    
	act("$n sends you sprawling with a powerful bash!",
		ch,NULL,victim,TO_VICT,1);
	act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR,0);
	act("$n sends $N sprawling with a powerful bash.",
		ch,NULL,victim,TO_NOTVICT,0);

	DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
	WAIT_STATE(ch,skill_table[gsn_bash].beats);
	victim->position = P_REST;
	damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
	    DAM_BASH,FALSE, 0, -1);
	
    }
    else
    {
	damage(ch,victim,0,gsn_bash,DAM_BASH,FALSE, 0, -1);
	act("You fall flat on your face!",
	    ch,NULL,victim,TO_CHAR,1);
	act("$n falls flat on $s face.",
	    ch,NULL,victim,TO_NOTVICT,0);
	act("You evade $n's bash, causing $m to fall flat on $s face.",
	    ch,NULL,victim,TO_VICT,1);
	ch->position = P_REST;
	damage(ch,ch,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
	    DAM_BASH,FALSE, 0, -1);
	WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); 
    }
}
Ejemplo n.º 11
0
int mana_gain( CHAR_DATA *ch )
{
    int gain;
    int number;

    if (ch->in_room == NULL)
	return 0;

    if ( IS_NPC(ch) )
    {
	gain = 5 + ch->level;
	switch (ch->position)
	{
	    default:		gain /= 2;		break;
	    case POS_SLEEPING:	gain = 3 * gain/2;	break;
   	    case POS_RESTING:				break;
	    case POS_FIGHTING:	gain /= 3;		break;
    	}
    }
    else
    {
	gain = (get_curr_stat(ch,STAT_WIS) 
	      + get_curr_stat(ch,STAT_INT) + ch->level) / 2;
	number = number_percent();
	if (number < get_skill(ch,gsn_meditation))
	{
	    gain += number * gain / 100;
	    if (ch->mana < ch->max_mana)
	        check_improve(ch,gsn_meditation,TRUE,8);
	}
	if (!class_table[ch->iclass].fMana)
	    gain /= 2;

	switch ( ch->position )
	{
	    default:		gain /= 4;			break;
	    case POS_SLEEPING: 					break;
	    case POS_RESTING:	gain /= 2;			break;
	    case POS_FIGHTING:	gain /= 6;			break;
	}

	if ( ch->pcdata->condition[COND_HUNGER]   == 0 )
	    gain /= 2;

	if ( ch->pcdata->condition[COND_THIRST] == 0 )
	    gain /= 2;

    }

    gain = gain * ch->in_room->mana_rate / 100;

    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
	gain = gain * ch->on->value[4] / 100;

    if ( IS_AFFECTED( ch, AFF_POISON ) )
	gain /= 4;

    if (IS_AFFECTED(ch, AFF_PLAGUE))
        gain /= 8;

    if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW))
        gain /=2 ;

    return UMIN(gain, ch->max_mana - ch->mana);
}
Ejemplo n.º 12
0
/*
 * Regeneration stuff.
 */
int hit_gain( CHAR_DATA *ch )
{
    int gain;
    int number;

    if (ch->in_room == NULL)
	return 0;

    if ( IS_NPC(ch) )
    {
	gain =  5 + ch->level;
 	if (IS_AFFECTED(ch,AFF_REGENERATION))
	    gain *= 2;

	switch(ch->position)
	{
	    default : 		gain /= 2;			break;
	    case POS_SLEEPING: 	gain = 3 * gain/2;		break;
	    case POS_RESTING:  					break;
	    case POS_FIGHTING:	gain /= 3;		 	break;
 	}

	
    }
    else
    {
	gain = UMAX(3,get_curr_stat(ch,STAT_CON) - 3 + ch->level/2); 
	gain += class_table[ch->iclass].hp_max - 10;
 	number = number_percent();
	if (number < get_skill(ch,gsn_fast_healing))
	{
	    gain += number * gain / 100;
	    if (ch->hit < ch->max_hit)
		check_improve(ch,gsn_fast_healing,TRUE,8);
	}

	switch ( ch->position )
	{
	    default:	   	gain /= 4;			break;
	    case POS_SLEEPING: 					break;
	    case POS_RESTING:  	gain /= 2;			break;
	    case POS_FIGHTING: 	gain /= 6;			break;
	}

	if ( ch->pcdata->condition[COND_HUNGER]   == 0 )
	    gain /= 2;

	if ( ch->pcdata->condition[COND_THIRST] == 0 )
	    gain /= 2;

    }

    gain = gain * ch->in_room->heal_rate / 100;
    
    if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
	gain = gain * ch->on->value[3] / 100;

    if ( IS_AFFECTED(ch, AFF_POISON) )
	gain /= 4;

    if (IS_AFFECTED(ch, AFF_PLAGUE))
	gain /= 8;

    if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW))
	gain /=2 ;

    return UMIN(gain, ch->max_hit - ch->hit);
}
Ejemplo n.º 13
0
/*
 * Apply or remove an affect to a character.
 */
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
    OBJ_DATA *wield;
    int mod,i;

    mod = paf->modifier;

    if ( fAdd )
    {
	SET_BIT( ch->affected_by, paf->bitvector );
	SET_BIT( ch->affected_by_2, paf->bitvector_2 );
    }
    else
    {
	REMOVE_BIT( ch->affected_by, paf->bitvector );
	REMOVE_BIT( ch->affected_by_2, paf->bitvector_2 );
	mod = 0 - mod;
    }

    switch ( paf->location )
    {
    default:
	bug( "Affect_modify: unknown location %d.", paf->location );
	return;

    case APPLY_NONE:						break;
    case APPLY_STR:           ch->mod_stat[STAT_STR]	+= mod;	break;
    case APPLY_DEX:           ch->mod_stat[STAT_DEX]	+= mod;	break;
    case APPLY_INT:           ch->mod_stat[STAT_INT]	+= mod;	break;
    case APPLY_WIS:           ch->mod_stat[STAT_WIS]	+= mod;	break;
    case APPLY_CON:           ch->mod_stat[STAT_CON]	+= mod;	break;
    case APPLY_CHR:           ch->mod_stat[STAT_CHR]	+= mod;	break;
    case APPLY_LUK:           ch->mod_stat[STAT_LUK]	+= mod;	break;
    case APPLY_AGI:           ch->mod_stat[STAT_AGI]	+= mod;	break;
    case APPLY_SEX:           ch->sex			+= mod;	break;
    case APPLY_CLASS:						break;
    case APPLY_LEVEL:						break;
    case APPLY_AGE:						break;
    case APPLY_HEIGHT:						break;
    case APPLY_WEIGHT:						break;
    case APPLY_HIT:		ch->max_hit		+= mod;	break;
    case APPLY_STAMINA:		ch->max_stamina		+= mod;	break;
    case APPLY_GOLD:						break;
    case APPLY_EXP:						break;
    case APPLY_AC:
        for (i = 0; i < 4; i ++)
            ch->armor[i] += mod;
        break;
    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
    case APPLY_SPELL:
	apply_spell( ch, mod );
	break;

    case APPLY_SKILL:
	if ( !IS_NPC(ch) )
	{
	    if ( mod >= 0 )
	    {
	        if ( ch->pcdata->skill_mod[slot_lookup(mod)] > 0 )
		    ch->pcdata->skill_mod[slot_lookup(mod)] += 5;
	    }
	    else
	    {
	        if ( ch->pcdata->skill_mod[slot_lookup(abs(mod))] > 0 )
		    ch->pcdata->skill_mod[slot_lookup(abs(mod))] -= 5;
	    }
	}
	break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if ( !IS_NPC(ch) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   get_obj_weight(wield) > str_app[get_curr_stat(ch,STAT_STR)].wield )
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
	    act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	    act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	    obj_from_char( wield );
	    obj_to_room( wield, ch->in_room );
	    depth--;
	}
    }

    return;
}
Ejemplo n.º 14
0
//http://code.killer.mud.pl/p/killer-mud/issues/5/
void track_new(CHAR_DATA *ch, int skill, char *argument)
{
	char       buf [ MAX_STRING_LENGTH ];

	char *messages_czas1[] =
	{
			"¶wie¿e",
			"¶wie¿e",
			"lekko zatarte",
			"zatarte",
			"zatarte",
			"zatarte",
			"ledwo rozpoznawalne",
			"ledwo rozpoznawalne"
	};

	char *messages_czas2[] =
	{
			"¶wie¿e",
			"¶wie¿e",
			"lekko zatarte",
			"zatarte",
			"zatarte",
			"mocno zatarte",
			"ledwo rozpoznawalne",
			"ledwo rozpoznawalne"
	};

	char *messages_czas3[] =
	{
			"bardzo ¶wie¿e",
			"ca³kiem ¶wie¿e",
			"bardzo lekko zatarte",
			"lekko zatarte",
			"zatarte",
			"mocno zatarte",
			"ledwo rozpoznawalne",
			"prawie nierozpoznawalne"
	};

	TRACK_DATA* td = ch->in_room->track_data;
	if(!td)
	{
		act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM);
		act("Klêkasz, przygl±dasz siê ¶ladom, ale nie znajdujesz ¿adnych tropów.",ch,NULL,NULL,TO_CHAR);
		WAIT_STATE( ch, skill_table[gsn_track].beats );
		return;
	}

	//cleanup_track_data(ch->in_room);

	int track_cnt =
		URANGE(
				1,
				(
						(number_range(1, MAX_TRACK_LEN) * skill)/100
						+
						(number_range(1, MAX_TRACK_LEN / 6) * get_curr_stat(ch,STAT_INT)/6)/OLD_28_VALUE/6
				)
				,
				MAX_TRACK_LEN
		);
	int i = 0;
	int succ = 0;

//	if(debug ==1) bugf("track_cnt %d", track_cnt);

	while(td)
	{
		i++;
		if(i > track_cnt)
			break;

		if ((number_range(1, 100) > skill/20) && is_name( argument, td->ch->ss_data ? td->ch->short_descr : td->ch->name ) )
		{
			int roznica = current_time - td->czas;
//			if(debug ==1) bugf("roznica %d", roznica);
			//skill = 1 - 36 sekund, 75 - 3600s - im lepszy skill, tym wiêcej ¶ladów (czas)
			if(roznica / 96 <= skill)
			{
				int czas_message = URANGE(0, roznica / 400, 7) ;

				char* vdir_name = td->kierunek == -1 ? "do nik±d" : (td->inout == 0 ? dir_name2[td->kierunek] : dir_name_dir[td->kierunek]);
				char* vinout = td->inout == 0 ? ", prowadz±ce tu," : ", wychodz±ce st±d,";
				//skill 0 do 95
				//skill/27 0 do 3.52
				//kolejno: 0 27 53 81 inf
				switch(skill/27)
				{
					case 0:
						sprintf( buf, "Znajdujesz jakie¶ ¶lady $Z.");
						break;
					case 1:
						sprintf( buf, "Znajdujesz %s ¶lady $Z.", messages_czas1[czas_message]);
						break;
					case 2:
						sprintf( buf, "Znajdujesz %s ¶lady $Z.", messages_czas2[czas_message]);
						break;
					case 3:
						sprintf( buf, "Znajdujesz %s%s ¶lady $Z prowadz±ce %s.", messages_czas3[czas_message], vinout, vdir_name );
						break;
					default:
						sprintf( buf, "Znajdujesz %s%s ¶lady $Z prowadz±ce %s.", messages_czas3[czas_message], vinout, vdir_name );
						break;
				}
				succ=1;
				act( buf, ch, NULL, td->ch, TO_CHAR );
			}
		}
		td = td->previous;
	}
	if(succ == 0)
	{
		act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM);
		act("Klêkasz, przygl±dasz siê ¶ladom, ale nie znajdujesz ¿adnych tropów.",ch,NULL,NULL,TO_CHAR);
		check_improve(ch, NULL, gsn_track, FALSE, 12);
		WAIT_STATE( ch, skill_table[gsn_track].beats );
		return;
	}
	check_improve(ch, NULL, gsn_track, TRUE, 9);
	WAIT_STATE( ch, skill_table[gsn_track].beats );
}
Ejemplo n.º 15
0
/* checks for skill improvement */
void check_improve( CHAR_DATA *ch, int sn, bool success, int multiplier )
{
    int inum;
	float chance;
	char buf[100];

    if (IS_NPC(ch))
		return;

	if (IS_AFFECTED(ch,AFF_CALM))	return;
	
    if (ch->level < skill_table[sn].skill_level[ch->Class()->GetIndex()]
    ||  ch->pcdata->learned[sn] <= 10
    ||  ch->pcdata->learned[sn] >= 100)
	return;  /* skill is not known */

    /* check to see if the character has a chance to learn */
    chance = 8 * int_app[get_curr_stat(ch,STAT_INT)].learn;
    chance /= (		multiplier
		*	4);
    chance += ch->level * 2;

	if (IS_SET(ch->act,PLR_MORON))
		chance /= 4;

	if (is_affected(ch,gsn_synaptic_enhancement))
		chance *= 1.5;

	if (is_affected(ch,gsn_synaptic_impairment))
		chance /= 2;

    if (number_range(1,1000) > chance)
		return;

    /* now that the character has a CHANCE to learn, see if they really have */	

    if (success)
    {
	chance = URANGE(5,100 - ch->pcdata->learned[sn], 95);
	if (number_percent() < chance)
	{
	if (IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]<99) {
	    sprintf(buf,"You have become better at %s!\n\r",
		    skill_table[sn].name);
	} else if (!IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]<99) {
	    sprintf(buf,"You have become better at %s!\n\r",
		    skill_table[sn].name);
	} else if (IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]==99) {
	    sprintf(buf,"You have perfected %s!\n\r",
		    skill_table[sn].name);
	} else if (!IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]==99) {
	    sprintf(buf,"You have perfected %s!\n\r",
		    skill_table[sn].name);
	}
	    send_to_char(buf,ch);
	    ch->pcdata->learned[sn]++;
	    gain_exp(ch, 4);
	}
    }

    else
    {
	chance = URANGE(5,ch->pcdata->learned[sn]/2,30);
	inum=number_range(1,3);
	if (number_percent() < chance)
	{
	if (IS_SET(ch->comm,COMM_ANSI) && (ch->pcdata->learned[sn]+inum)<100) {
	    sprintf(buf,
		"You learn from your mistakes, and your %s skill improves.\n\r",
		skill_table[sn].name);
	} else if (!IS_SET(ch->comm,COMM_ANSI) && (ch->pcdata->learned[sn]+inum)<100) {
	    sprintf(buf,
		"You learn from your mistakes, and your %s skill improves.\n\r",
		skill_table[sn].name);
	} else if (IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]+inum==100) {
	    sprintf(buf,
		"You learn from your mistakes, and manage to perfect %s!\n\r",
		skill_table[sn].name);
	} else if (!IS_SET(ch->comm,COMM_ANSI) && ch->pcdata->learned[sn]+inum==100) {
	    sprintf(buf,"You learn from your mistakes, and manage to perfect %s!\n\r",
		    skill_table[sn].name);
	}
	    send_to_char(buf,ch);
	    ch->pcdata->learned[sn] += inum;
	    ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn],100);
	    gain_exp(ch, 4);
	}
    }
}
Ejemplo n.º 16
0
/*
 * Advancement stuff.
 */
void Character::advance_level( bool hide )
{
    char buf[MAX_STRING_LENGTH];
    int add_hp, add_mana, add_move, dracnum, add_prac;

    this->pcdata->last_level = 
    ( this->played + (int) (current_time - this->logon) ) / 3600;

/*
    sprintf( buf, "the %s",
    title_table [this->class_num] [this->level] [this->sex == SEX_FEMALE ? 1 : 0] );
    set_title( this, buf );
*/

    add_hp  = con_app[get_curr_stat(this,STAT_CON)].hitp + number_range(
            class_table[this->class_num].hp_min,
            class_table[this->class_num].hp_max );
    add_mana    = number_range(2,(2*get_curr_stat(this,STAT_INT)
                  + get_curr_stat(this,STAT_WIS))/5);
    if (!class_table[this->class_num].fMana)
    add_mana /= 2;
    add_move    = number_range( 1, (get_curr_stat(this,STAT_CON)
                  + get_curr_stat(this,STAT_DEX))/6 );
    add_prac    = wis_app[get_curr_stat(this,STAT_WIS)].practice;

    add_hp = add_hp * 9/10;
    add_mana = add_mana * 9/10;
    add_move = add_move * 9/10;

    add_hp  = UMAX(  2, add_hp   );
    add_mana    = UMAX(  2, add_mana );
    add_move    = UMAX(  6, add_move );

    this->max_hit     += add_hp;
    this->max_mana    += add_mana;
    this->max_move    += add_move;
    this->practice    += add_prac;
    this->train       += 1;

    this->pcdata->perm_hit    += add_hp;
    this->pcdata->perm_mana   += add_mana;
    this->pcdata->perm_move   += add_move;

    if (this->level == 10 && (this->race == race_lookup("draconian")))
    {
/*
    if (this->alignment > 500)
        dracnum = number_range(0, 4);
    else if (this->alignment < 500)
        dracnum = number_range(10, 14);
    else
        dracnum = number_range(5, 9);
*/
    dracnum = number_range(0,14);
    this->drac = dracnum;
    sprintf(buf, "You scream in agony as %s scales pierce your tender skin!\n\r", draconian_table[this->drac].colour);
    send_to_char(buf,this);
    if (this->perm_stat[STAT_STR] < 25)
        this->perm_stat[STAT_STR]++;
    else
        this->train++;

    if (this->perm_stat[draconian_table[this->drac].attr_prime] < 25)
        this->perm_stat[draconian_table[this->drac].attr_prime]++;
    else
        this->train++;
    }

    if (!hide)
    {
        sprintf(buf,
        "{BYou have leveled!{x\n\r"
        "You gain %d hit point%s, %d mana, %d move, and %d practice%s.\n\r",
        add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
        add_prac, add_prac == 1 ? "" : "s");
    send_to_char( buf, this );
    }
    return;
}
Ejemplo n.º 17
0
void herb_to_char( CHAR_DATA *ch, HERB_IN_ROOM_DATA *herb)
{
    OBJ_DATA *obj;
    char text[ MAX_INPUT_LENGTH ];
    char herb_name[ MAX_INPUT_LENGTH ];
    int skill;

    obj = create_object( get_obj_index( 6 ), FALSE );
    if ( !obj )
    {
        return;
    }

    skill = get_skill( ch, gsn_herbs_knowledge );

    //Drake: Dorzucam sell_extracta bo zbyt du¿e dysproporcje by³y miêdzy skillami zarobkowymi. Jak kiedy¶ wejdzie alchemia to siê wywali (?).
    obj->wear_flags = ITEM_TAKE | ITEM_HOLD;
    EXT_SET_BIT( obj->extra_flags, ITEM_SELL_EXTRACT );
    obj->item_type = ITEM_HERB;
    /*
     * condition
     * im wyzsze wyszkolenie i trudnosc ziola tym wieksza szansa
     * na jakosc 95
     */
    obj->condition = UMIN( number_range( herb_table[herb->herb].difficult / 2 + skill / 2, 120 ), 95 );
    /**
     * pozostale 10 zalezy od szczescia,
     * uwaga moze wyjsc poza 100, dlatego potem normalizacja
     */
    if ( get_curr_stat( ch, STAT_LUC ) > number_range( MAX_STATS / 10, MAX_STATS ) )
    {
        obj->condition += number_range( 0, 10 );
    }
    obj->condition = UMIN( obj->condition, 100 );
    obj->value[ 0 ] = herb->herb; //numerek ziola w tabeli
    //modyfikator ceny w zaleznosci od trudnosci 1.05 - 3.5
    obj->cost = herb_table[herb->herb].cost * ( herb_table[herb->herb].difficult / ( 20 + herb_table[herb->herb].difficult / 5 ) +1 );
    obj->rent_cost = 1;
    obj->weight = number_range(1,2);

    //NA RAZIE IDA PRAWDZIWE NAZWY
    free_string( obj->short_descr ); obj->short_descr = str_dup( herb_table[herb->herb].name );

    //Drake: Doda³em dorzucanie 'zio³a i zio³a' do nazwy zbieranego zielska, w celu ³atwiejszego sprzedawania/pakowania.
    sprintf ( herb_name, "%s zio³o zio³a", herb_table[herb->herb].name );
    free_string( obj->name ); obj->name = str_dup( herb_name );

    free_string( obj->name2 ); obj->name2 = str_dup( herb_table[herb->herb].name2 );
    free_string( obj->name3 ); obj->name3 = str_dup( herb_table[herb->herb].name3 );
    free_string( obj->name4 ); obj->name4 = str_dup( herb_table[herb->herb].name4 );
    free_string( obj->name5 ); obj->name5 = str_dup( herb_table[herb->herb].name5 );
    free_string( obj->name6 ); obj->name6 = str_dup( herb_table[herb->herb].name6 );

    free_string( obj->description );
    sprintf( text, "Widzisz tu %s.", herb_table[herb->herb].name4  );
    obj->description = str_dup( text );

    free_string( obj->item_description );
    obj->item_description = str_dup( capitalize( herb_table[herb->herb].description ));

    gether_comunicate( ch, obj, TRUE);

    obj_to_char( obj, ch );

    return;
}