void do_confuse(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) { send_to_char("Huh?\n\r", ch); return;} if ((victim = ch->fighting) == NULL) { send_to_char("You are not fighting anyone.\n\r", ch); return;} if (ch->move < 75) { send_to_char("You need 75 move to confuse your opponent.\n\r",ch); return;} act("$n attempts to confuse you.",ch,NULL,victim,TO_VICT); act("You attempt to confuse $N.",ch,NULL,victim,TO_CHAR); act("$n attempts to confuse $N.",ch,NULL,victim,TO_NOTVICT); ch->move -=75; if ( number_percent() > 25 ) { send_to_char("You failed.\n\r", ch ); return;} else { do_flee(victim,""); WAIT_STATE(ch, 16); return; } return; }
int KyussSon( struct char_data *pChar, int nCmd, const char *szArg, struct char_data *pMob, int nType ) { struct char_data *pTar; struct room_data *pRoom; if( pMob == NULL ) { mudlog( LOG_SYSERR, "pMob == NULL in KyussSon( carceri.c )" ); return FALSE; } if( nType == EVENT_TICK ) { UpdateList( (CharElem **)&pMob->act_ptr ); if( ( pRoom = real_roomp( pMob->in_room ) ) != NULL ) { struct char_data *pNext; for( pTar = pRoom->people; pTar; pTar = pNext ) { pNext = pTar->next_in_room; if( CAN_SEE( pTar, pMob ) && !IsInList( (CharElem *)pMob->act_ptr, pTar ) && ( ( IS_PC( pTar ) && !IS_SET( pTar->specials.act, PLR_NOHASSLE ) ) || ( IS_NPC( pTar ) && ( ( pTar->specials.zone != pMob->specials.zone && !strchr( zone_table[ pTar->specials.zone ].races, GET_RACE( pTar ) ) ) || IS_SET( pTar->specials.act, ACT_ANNOYING ) ) ) ) ) { if( !saves_spell( pTar, SAVING_PARA ) ) { act( "Quando vedi $N, sei preso da un incontrollabile panico!", TRUE, pTar, 0, pMob, TO_CHAR ); do_flee( pTar, "", 0 ); } else { InsertInList( (CharElem **)&pMob->act_ptr, pTar, ( SECS_PER_MUD_HOUR * 48 ) / PULSE_MOBILE ); } } } } else mudlog( LOG_SYSERR, "pMob in invalid room in KyussSon( carceri.c )" ); } else if( nType == EVENT_DEATH ) FreeList( (CharElem **)&pMob->act_ptr ); return FALSE; }
void mob_regen_check( CHAR_DATA * ch, CHAR_DATA * target, bool need_flee ) { char buf[MAX_STRING_LENGTH]; if ( target == NULL ) target = ch; if ( ch->mana >= mana_cost( ch, skill_lookup( "heal" ) ) ) snprintf( buf, MSL, "'heal' %s", target->name.c_str() ); else if ( ch->mana >= mana_cost( ch, skill_lookup( "cure critical" ) ) ) snprintf( buf, MSL, "'cure critical' %s", target->name.c_str() ); else if ( ch->mana >= mana_cost( ch, skill_lookup( "cure serious" ) ) ) snprintf( buf, MSL, "'cure serious' %s", target->name.c_str() ); else if ( need_flee == TRUE ) { do_flee( ch, "" ); return; } else if ( need_flee == FALSE ) return; do_cast( ch, buf ); return; }
/* do_simple_move assumes * 1. That there is no master and no followers. * 2. That the direction exists. * * Returns : * 1 : If succes. * 0 : If fail */ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { room_rnum was_in; struct char_data *i; /* * Check for special routines (North is 1 in command list, but 0 here) Note * -- only check if following; this avoids 'double spec-proc' bug */ if (need_specials_check && special(ch, dir + 1, "")) { return (0); } /* charmed? */ if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("The thought of leaving your master makes you weep.\r\n", ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); return (0); } /* if this room or the one we're going to needs a boat, check for one */ if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) { if (!has_boat(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return (0); } } if((IS_CARRYING_W(ch) > (CAN_CARRY_W(ch) * 2) && GET_LEVEL(ch) < LVL_GOD && !IS_NPC(ch))) { send_to_char("You are to heavy to move! Drop something!\r\n", ch); return (0); } if(IS_NPC_FISH(ch)) { if(SECT(EXIT(ch, dir)->to_room) != SECT_BRIDGE && SECT(EXIT(ch, dir)->to_room) != SECT_WATER_SWIM && SECT(EXIT(ch, dir)->to_room) != SECT_WATER_NOSWIM) { // sprintf(buf, "%s %d", dirs[dir], SECT(EXIT(ch, dir)->to_room)); // mobsay(ch, buf); return FALSE; } if(GET_MOB_VNUM(ch) < 1500 && ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_SALT_FISH)) { return FALSE; } } if (SECT(EXIT(ch, dir)->to_room) != SECT_FOREST) { if (IS_NPC_WOLF(ch) || IS_NPC_CRAB(ch) || IS_NPC_SKELETON(ch)) { return (0); } } /* move points needed is avg. move loss for src and destination sect type */ if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) && num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) > 1) { send_to_char("There isn't enough room there for more than one person!\r\n", ch); return (0); } /* Mortals and low level gods cannot enter greater god rooms. */ if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GRGOD) { send_to_char("You aren't godly enough to use that room!\r\n", ch); return (0); } /* Now we know we're allow to go into the room. */ if(AFF_FLAGGED(ch, AFF_FISHING) || GET_FISHON(ch)) { REMOVE_BIT(AFF_FLAGS(ch), AFF_FISHING); GET_FISHON(ch) = 0; GET_REELIN(ch) = 0; send_to_char("You stop fishing.\r\n", ch); act("$n stops fishing.", FALSE, ch, 0, 0, TO_ROOM); } if (!AFF_FLAGGED(ch, AFF_SNEAK) && !AFF_FLAGGED(ch, AFF_INVISIBLE)) { if(IS_NPC(ch)) { switch(GET_RACE(ch)) { case RACE_NPC_MAMMAL: case RACE_NPC_HIGHHUMAN: case RACE_NPC_GOBLIN: case RACE_NPC_PIG: case RACE_NPC_WOLF: case RACE_NPC_CHICKEN: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_AVIAN: sprintf(buf2, "$n flits %s.", dirs[dir]); break; case RACE_NPC_SHEEP: case RACE_NPC_GOAT: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_SKELETON: sprintf(buf2, "$n shambles %s.", dirs[dir]); break; case RACE_NPC_COW: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_CRAB: sprintf(buf2, "$n scurries %s.", dirs[dir]); break; case RACE_NPC_FISH: sprintf(buf2, "$n swims %s.", dirs[dir]); break; case RACE_NPC_INSECT: sprintf(buf2, "$n buzzes %s.", dirs[dir]); break; default: sprintf(buf2, "$n leaves %s.", dirs[dir]); break; } } else { sprintf(buf2, "$n leaves %s.", dirs[dir]); } if(SECT(ch->in_room) == SECT_WATER_SWIM && !IS_NPC_FISH(ch)) { sprintf(buf2, "$n splashes through the water, heading %s.", dirs[dir]); } act(buf2, FALSE, ch, 0, 0, TO_ROOM); } was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); if (!AFF_FLAGGED(ch, AFF_SNEAK)) { if(!AFF_FLAGGED(ch, AFF_INVISIBLE)) { act("$n has arrived.", FALSE, ch, 0, 0, TO_ROOM); } } if (ch->desc != NULL) look_at_room(ch, 0); if(IS_NPC_CRAB(ch) || IS_NPC_LIVESTOCK(ch)) { for (i = world[ch->in_room].people; i; i = i->next_in_room) { if(IS_NPC_WOLF(i) && IS_NPC_CRAB(ch)) { sprintf(buf, "%s sees %s and tries to run!\r\n", GET_NAME(ch), GET_NAME(i)); send_to_room(buf, ch->in_room); if(!number(0, 2)) { do_flee(ch, NULL, 0, 0); } if(i->in_room == ch->in_room && !number(0, 2)) { hit(i, ch, TYPE_UNDEFINED); } } if((IS_NPC_SKELETON(i) || IS_NPC_WOLF(i)) && IS_NPC_LIVESTOCK(ch)) { if(ch->master) { sprintf(buf, "%s sees %s and %s in absolute terror!\r\n", GET_NAME(ch), GET_NAME(i), livestock_afraid_vocals[(int)GET_RACE(ch)]); send_to_room(buf, ch->in_room); if(!number(0, 2)) { do_flee(ch, NULL, 0, 0); } if(i->in_room == ch->in_room && !number(0, 2)) { hit(i, ch, TYPE_UNDEFINED); } } } } return (1); } if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { log_death_trap(ch); death_cry(ch); extract_char(ch); return (0); } return (1); }
/* * 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); }
bool sp_damage( OBJ_DATA * obj, CHAR_DATA * ch, CHAR_DATA * victim, int dam, int type, int sn, bool show_msg ) { int ch_strong, ch_weak, ch_race, ch_suscept, ch_resist, vi_strong, vi_weak, vi_race, vi_suscept, vi_resist; float dam_modifier = 1.0; float tmp = 0; bool can_reflect = TRUE; bool can_absorb = TRUE; if ( victim == NULL ) return FALSE; /* * First, check caster's strengths and weaknesses. * */ if ( IS_SET( type, NO_REFLECT ) ) { REMOVE_BIT( type, NO_REFLECT ); can_reflect = FALSE; } if ( IS_SET( type, NO_ABSORB ) ) { REMOVE_BIT( type, NO_ABSORB ); can_absorb = FALSE; } if ( obj == NULL ) { if ( ( can_reflect ) && ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ) && ( IS_AFFECTED( victim, AFF_CLOAK_REFLECTION ) ) && ( ch != victim ) && ( number_percent( ) < ( victim->get_level("psuedo") - 70 ) ) ) { act( "@@N$n's @@lc@@el@@ro@@ya@@ak@@N glows brightly as $Nn's spell hits it, and the spell is reflected@@N!!", ch, victim, NULL, TO_ROOM ); act( "@@N$N's @@lc@@el@@ro@@ya@@ak@@N glows brightly, and reflects your spell back on you@@N!!", ch, NULL, victim, TO_CHAR ); act( "@@NYour @@lc@@el@@ro@@ya@@ak@@N glows brightly, and reflects the spell back on $N@@N!!!", victim, NULL, ch, TO_CHAR ); ( *skill_table[sn].spell_fun ) ( sn, 60, ch, ( void * )ch, NULL ); return FALSE; } else if ( ( can_reflect ) && ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ) && ( IS_AFFECTED( victim, AFF_CLOAK_ABSORPTION ) ) && ( ch != victim ) && ( number_percent( ) < ( victim->get_level("psuedo") - 55 ) ) ) { int mana; mana = mana_cost( ch, sn ); victim->mana = UMIN( victim->max_mana, victim->mana + mana ); act( "@@N$n's @@lcloak@@N glows brightly as $N's spell hits it, then fades@@N!!", victim, NULL, ch, TO_ROOM ); act( "@@N$N's @@lcloak@@N glows brightly, and absorbs your spell@@N!!", ch, NULL, victim, TO_CHAR ); act( "@@NYour @@lcloak@@N glows brightly, and absorbs $N's spell@@N!!!", victim, NULL, ch, TO_CHAR ); return FALSE; } ch_strong = ( IS_NPC( ch ) ? ( ( ( ch->race > 0 ) && ( ch->race < MAX_RACE ) ) ? race_table[ch->race].strong_realms : ch->npcdata->strong_magic ) : race_table[ch->race].strong_realms ); ch_resist = ( IS_NPC( ch ) ? ( ( ( ch->race > 0 ) && ( ch->race < MAX_RACE ) ) ? race_table[ch->race].resist_realms : ch->npcdata->resist ) : race_table[ch->race].resist_realms ); ch_weak = ( IS_NPC( ch ) ? ( ( ( ch->race > 0 ) && ( ch->race < MAX_RACE ) ) ? race_table[ch->race].weak_realms : ch->npcdata->weak_magic ) : race_table[ch->race].weak_realms ); ch_suscept = ( IS_NPC( ch ) ? ( ( ( ch->race > 0 ) && ( ch->race < MAX_RACE ) ) ? race_table[ch->race].suscept_realms : ch->npcdata->suscept ) : race_table[ch->race].suscept_realms ); ch_race = ( IS_NPC( ch ) ? ( ( ( ch->race > 0 ) && ( ch->race < MAX_RACE ) ) ? race_table[ch->race].race_flags : ch->race_mods ) : race_table[ch->race].race_flags ); if ( IS_SET( ch_strong, type ) ) { dam_modifier += .35; } else if ( IS_SET( ch_weak, type ) ) { dam_modifier -= .35; } if ( IS_SET( ch_race, RACE_MOD_STRONG_MAGIC ) ) { dam_modifier += .25; } else if ( IS_SET( ch_race, RACE_MOD_WEAK_MAGIC ) ) { dam_modifier -= .25; } else if ( IS_SET( ch_race, RACE_MOD_NO_MAGIC ) ) { dam_modifier -= .50; } if ( ch->stance == STANCE_CASTER ) dam_modifier += .10; else if ( ch->stance == STANCE_WIZARD ) dam_modifier += .25; else if ( ch->stance == STANCE_MAGI ) dam_modifier += .30; if ( ( !IS_NPC( ch ) ) && ( !IS_SET( type, REALM_MIND ) ) ) { if ( ch->pcdata->learned[gsn_potency] > 0 ) { dam_modifier += ( get_curr_int( ch ) * ch->pcdata->learned[gsn_potency] / 5000 ); } if ( ch->pcdata->learned[gsn_thaumatergy] > 0 ) { dam_modifier += ( get_curr_int( ch ) * ch->pcdata->learned[gsn_thaumatergy] / 2500 ); } } if ( is_affected( ch, skill_lookup( "mystical focus" ) ) ) { dam_modifier += .5; } } /* obj == NULL */ else if ( obj->carried_by != NULL ) { ch = obj->carried_by; } else { snprintf( log_buf, (2 * MIL), "Error, object %s casting spell, but not carried by anyone.", obj->short_descr ); monitor_chan( log_buf, MONITOR_DEBUG ); return FALSE; } /* * Next, the victim * */ vi_strong = ( IS_NPC( victim ) ? ( ( ( victim->race > 0 ) && ( victim->race < MAX_RACE ) ) ? race_table[victim->race].strong_realms : victim->npcdata->strong_magic ) : race_table[victim->race].strong_realms ); vi_resist = ( IS_NPC( victim ) ? ( ( ( victim->race > 0 ) && ( victim->race < MAX_RACE ) ) ? race_table[victim->race].resist_realms : victim->npcdata->resist ) : race_table[victim->race].resist_realms ); vi_weak = ( IS_NPC( victim ) ? ( ( ( victim->race > 0 ) && ( victim->race < MAX_RACE ) ) ? race_table[victim->race].weak_realms : victim->npcdata->weak_magic ) : race_table[victim->race].weak_realms ); vi_suscept = ( IS_NPC( victim ) ? ( ( ( victim->race > 0 ) && ( victim->race < MAX_RACE ) ) ? race_table[victim->race].suscept_realms : victim->npcdata->suscept ) : race_table[victim->race].suscept_realms ); vi_race = ( IS_NPC( victim ) ? ( ( ( victim->race > 0 ) && ( victim->race < MAX_RACE ) ) ? race_table[victim->race].race_flags : victim->race_mods ) : race_table[victim->race].race_flags ); if ( IS_SET( vi_suscept, type ) ) { dam_modifier += .45; } else if ( IS_SET( vi_resist, type ) ) { dam_modifier -= .45; } else if ( IS_SET( vi_race, RACE_MOD_NO_MAGIC ) ) { dam_modifier -= .25; } if ( MAGIC_STANCE( ch ) ) dam_modifier += .15; if ( ( IS_SET( type, REALM_MIND ) ) && ( !HAS_MIND( victim ) ) ) dam_modifier = 0.0; else if ( ( ( IS_SET( type, REALM_IMPACT ) ) || ( IS_SET( type, REALM_ACID ) ) || ( IS_SET( type, REALM_GAS ) ) ) && ( !HAS_BODY( victim ) ) ) dam_modifier = 0.0; if ( ( IS_SET( type, REALM_POISON ) ) && ( IS_SET( vi_race, RACE_MOD_IMMUNE_POISON ) ) ) dam_modifier = 0.0; if ( ( IS_SET( type, REALM_DRAIN ) ) && ( IS_UNDEAD( victim ) ) ) dam_modifier = 0.0; tmp = dam; tmp *= dam_modifier; if ( check_charm_aff(ch, CHARM_AFF_MAGE) ) tmp *= ((100 + get_charm_bonus(ch, CHARM_AFF_MAGE)) / 100); dam = static_cast<int>(tmp); dam += number_range(static_cast<int>((dam * -0.10)), static_cast<int>((dam * 0.10))); /* Lets add a little randomness to things. --Kline */ if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; if ( victim != ch->fighting ) check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch, FALSE ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) { set_fighting( ch, victim, TRUE ); } /* * 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 ); one_hit( ch, victim->master, TYPE_UNDEFINED ); } } /* * 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 shimmers into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam < 0 ) dam = 0; /* * Stop up any residual loopholes. */ if ( dam > sysdata.damcap ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MSL, "Spell: %d damage by %s, spell %s", dam, ( obj == NULL ) ? ch->get_name() : obj->short_descr, skill_table[sn].name ); if ( ch->level < 82 ) monitor_chan( buf, MONITOR_MAGIC ); log_f( "%s", buf ); dam = sysdata.damcap; } if ( ( show_msg ) && ( dam >= 0 ) ) sp_dam_message( obj, ch, victim, dam, type, sn ); } /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(ch) ) { if ( dam > ch->pcdata->records->mdam_amt ) { send_to_char("@@yYou've broken your magical damage record!@@N\r\n", ch); ch->pcdata->records->mdam_amt = dam; ch->pcdata->records->mdam_gsn = sn; } } if ( !IS_NPC( victim ) ) check_adrenaline( victim, dam ); if ( !IS_NPC( victim ) && IS_WOLF( victim ) && ( dam > 350 ) ) do_rage( victim, "FORCE" ); update_pos( victim ); if ( ( IS_NPC( victim ) || !IS_VAMP( victim ) ) && !( deathmatch ) ) { switch ( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\r\n", victim ); break; case POS_INCAP: act( "$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.\r\n", victim ); break; case POS_STUNNED: act( "$n is too stunned to do anything!", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are too stunned to do anything!\r\n", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\r\n\r\n", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\r\n", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\r\n", victim ); break; } } /* end of if statement */ /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE( victim ) ) stop_fighting( victim ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD && ( IS_NPC( victim ) || !IS_VAMP( victim ) || ( deathmatch ) ) ) { group_gain( ch, victim ); /* * Sort out kill counts..... */ if ( !IS_NPC( ch ) ) { if ( !IS_NPC( victim ) ) ch->pcdata->records->pk++; else ch->pcdata->records->mk++; } if ( !IS_NPC( victim ) ) { if ( !IS_NPC( ch ) ) victim->pcdata->records->pd++; else victim->pcdata->records->md++; } if ( !IS_NPC( victim ) || victim->act.test(ACT_INTELLIGENT) ) { snprintf( log_buf, (2 * MIL), "%s killed by %s at %d", victim->get_name(), ch->get_name(), victim->in_room->vnum ); log_string( log_buf ); notify( log_buf, 82 ); /* * As level gain is no longer automatic, a dead char loses * * 1/2 their gained exp. -S- * * Fixed my bug here too, hehe! */ if ( victim->exp > 0 ) { int lose = (victim->exp / 2); lose *= -1; victim->gain_exp(lose); } } if ( IS_NPC( ch ) ) raw_kill( victim, "" ); else { char name_buf[MAX_STRING_LENGTH]; snprintf( name_buf, MSL, "%s", ch->name.c_str() ); raw_kill( victim, name_buf ); } if ( deathmatch && !IS_NPC( victim ) ) do_quit( victim, "" ); if ( IS_NPC( ch ) && IS_NPC( victim ) && ch->act.test(ACT_INTELLIGENT) ) { do_get( ch, "all corpse" ); do_sacrifice( ch, "corpse" ); } if ( !IS_NPC( ch ) && IS_NPC( victim ) ) { if ( ch->act.test(ACT_AUTOLOOT) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); if ( ch->act.test(ACT_AUTOSAC) ) do_sacrifice( ch, "corpse" ); } return FALSE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC( victim ) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC( victim ) && dam > 0 ) { if ( ( victim->act.test(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, "" ); return TRUE; }
/* i have condensed this function to just three states: MOB_FIGHTING, * MOB_RESTING/ MOB_SLEEPING, and MOB_STANDING. each of these three states * will call it's appropriate function. */ void int_group_handler( NPC_GROUP_DATA * ngroup ) { CHAR_DATA *follower = NULL; CHAR_DATA *leader = ngroup->leader; DL_LIST *follower_ptr; // short followers_want = GRP_STATE_NO_CHANGE; short leader_wants = GRP_STATE_NO_CHANGE; short group_count = 1; // start with leader char monbuf[MSL]; if ( leader == NULL ) { monitor_chan( "No Leader in NPC_GROUP", MONITOR_MOB ); return; } // check for followers needs for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { // check for needing healing, levelling follower = (CHAR_DATA *)follower_ptr->this_one; group_count++; continue; } // check for leader's needs if ( leader->hit < leader->max_hit * 25 / 100 ) { leader_wants = GRP_STATE_CRIT_HEAL; } else if ( leader->mana < leader->max_mana * 25 / 100 ) { leader_wants = GRP_STATE_CRIT_MANA; } else if ( leader->hit < leader->max_hit * 60 / 100 ) { leader_wants = GRP_STATE_NORM_HEAL; } else if ( leader->mana < leader->max_mana * 50 / 100 ) { leader_wants = GRP_STATE_NORM_MANA; } else if ( able_to_level( leader ) ) { leader_wants = GRP_STATE_LEVELING; } snprintf( monbuf, MSL, "NPC Group Handler, Leader is %s, state is %s", ngroup->leader->name.c_str(), group_state_table[ngroup->state] ); monitor_chan( monbuf, MONITOR_MOB ); switch ( ngroup->state ) { case GRP_STATE_CRIT_HEAL: case GRP_STATE_CRIT_MANA: case GRP_STATE_NORM_HEAL: case GRP_STATE_NORM_MANA: { bool everyone_ready = TRUE; bool room_ready = FALSE; // ready_heal_room( leader ); if ( ( leader->mana < leader->max_mana * 85 / 100 ) || ( leader->hit < leader->max_hit * 85 / 100 ) ) { everyone_ready = FALSE; if ( ( ( room_ready = ready_heal_room( leader ) ) == TRUE ) || ( leader->mana < leader->max_mana * 20 / 100 ) ) { do_sleep( leader, "" ); } } else { do_stand( leader, "" ); } for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { follower = (CHAR_DATA *)follower_ptr->this_one; if ( ( follower->mana < follower->max_mana * 75 / 100 ) || ( follower->hit < follower->max_hit * 75 / 100 ) ) { everyone_ready = FALSE; do_sleep( follower, "" ); } else { do_stand( follower, "" ); } } if ( everyone_ready == TRUE ) { ngroup->state = GRP_STATE_IDLE; } break; } case GRP_STATE_FIGHT: { // violence_update will handle if ( ( leader_wants < GRP_STATE_HUNTING ) || ( leader->fighting == NULL ) ) { bool someone_still_fighting = FALSE; ngroup->state = GRP_STATE_FLEE; for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { follower = (CHAR_DATA *)follower_ptr->this_one; if ( follower->fighting != NULL ) { do_flee( follower, "" ); someone_still_fighting = TRUE; } } if ( someone_still_fighting == FALSE ) { ngroup->state = GRP_STATE_REFORM; } if ( leader->fighting != NULL ) { do_flee( leader, "" ); } } break; } case GRP_STATE_FLEE: { bool someone_still_fighting = FALSE; for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { follower = (CHAR_DATA *)follower_ptr->this_one; if ( follower->fighting != NULL ) { do_flee( follower, "" ); someone_still_fighting = TRUE; } } if ( leader->fighting != NULL ) { do_flee( leader, "" ); someone_still_fighting = TRUE; } if ( someone_still_fighting == FALSE ) { ngroup->state = GRP_STATE_REFORM; } break; } case GRP_STATE_IDLE: { // check_re_equip( leader ); // check_rewield( leader ); if ( leader_wants < GRP_STATE_NO_CHANGE ) { ngroup->state = leader_wants; break; } else if ( number_percent( ) < 40 ) { select_target( ngroup->leader ); ngroup->state = GRP_STATE_HUNTING; break; } } case GRP_STATE_HUNTING: { // poll followers later short move_dir; if ( leader->fighting != NULL ) { ngroup->state = GRP_STATE_FIGHT; break; } if ( leader->hunting == NULL ) { // snprintf( monbuf, MSL, "Leader %s not hunting anything in GRP_STATE_HUNTING", // leader->name ); // monitor_chan( monbuf, MONITOR_MOB ); select_target( ngroup->leader ); break; } if ( leader->in_room == leader->hunting->in_room ) { ngroup->state = GRP_STATE_FIGHT; one_hit( leader, leader->hunting, TYPE_UNDEFINED ); break; } move_dir = h_find_dir( leader->in_room, leader->hunting->in_room, HUNT_WORLD | HUNT_OPENDOOR | HUNT_UNLOCKDOOR | HUNT_PICKDOOR ); if ( move_dir < 0 ) // can't get there from here { ngroup->state = GRP_STATE_LOST; break; } hunt_move( leader, move_dir ); break; } case GRP_STATE_LEVELING: { char_from_room( leader ); char_to_room( leader, get_room_index( 3758 ) ); if ( able_to_level( leader ) ) { gain_level( leader ); } for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { follower = (CHAR_DATA *)follower_ptr->this_one; if ( able_to_level( follower ) ) { gain_level( follower ); } } ngroup->state = GRP_STATE_IDLE; break; } case GRP_STATE_REFORM: { bool all_are_here = TRUE; for ( follower_ptr = ngroup->first_follower; follower_ptr; follower_ptr = follower_ptr->next ) { follower = (CHAR_DATA *)follower_ptr->this_one; if ( follower->in_room != leader->in_room ) { short move_dir; all_are_here = FALSE; move_dir = h_find_dir( follower->in_room, leader->in_room, HUNT_WORLD | HUNT_OPENDOOR | HUNT_UNLOCKDOOR | HUNT_PICKDOOR ); if ( move_dir < 0 ) // can't get there from here { ngroup->state = GRP_STATE_LOST; break; } hunt_move( follower, move_dir ); } } if ( all_are_here == TRUE ) { ngroup->state = GRP_STATE_IDLE; } break; } } }
void damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { char buf[MAX_STRING_LENGTH]; struct message_type *messages; int i,j,nr,max_hit,exp; int hit_limit(struct char_data *ch); assert(GET_POS(victim) > POSITION_DEAD); if ((GET_LEVEL(victim)>20) && !IS_NPC(victim)) /* You can't damage an immortal! */ dam=0; if (victim != ch) { if (GET_POS(victim) > POSITION_STUNNED) { if (!(victim->specials.fighting)) set_fighting(victim, ch); GET_POS(victim) = POSITION_FIGHTING; } if (GET_POS(ch) > POSITION_STUNNED) { if (!(ch->specials.fighting)) set_fighting(ch, victim); if (IS_NPC(ch) && IS_NPC(victim) && victim->master && !number(0,10) && IS_AFFECTED(victim, AFF_CHARM) && (victim->master->in_room == ch->in_room)) { if (ch->specials.fighting) stop_fighting(ch); hit(ch, victim->master, TYPE_UNDEFINED); return; } } } if (victim->master == ch) stop_follower(victim); if (IS_AFFECTED(ch, AFF_INVISIBLE)) appear(ch); if (IS_AFFECTED(victim, AFF_SANCTUARY)) dam = MIN(dam, 18); /* Max 18 damage when sanctuary */ dam=MIN(dam,100); dam=MAX(dam,0); GET_HIT(victim)-=dam; if (ch != victim) gain_exp(ch,GET_LEVEL(victim)*dam); update_pos(victim); if ((attacktype >= TYPE_HIT) && (attacktype <= TYPE_SLASH)) { if (!ch->equipment[WIELD]) { dam_message(dam, ch, victim, TYPE_HIT); } else { dam_message(dam, ch, victim, attacktype); } } else { for(i = 0; i < MAX_MESSAGES; i++) { if (fight_messages[i].a_type == attacktype) { nr=dice(1,fight_messages[i].number_of_attacks); for(j=1,messages=fight_messages[i].msg;(j<nr)&&(messages);j++) messages=messages->next; if (!IS_NPC(victim) && (GET_LEVEL(victim) > 20)) { act(messages->god_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->god_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->god_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else if (dam != 0) { if (GET_POS(victim) == POSITION_DEAD) { act(messages->die_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->die_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->die_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } else { act(messages->hit_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->hit_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->hit_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } else { /* Dam == 0 */ act(messages->miss_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR); act(messages->miss_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT); act(messages->miss_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT); } } } } switch (GET_POS(victim)) { case POSITION_MORTALLYW: act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM); act("You are mortally wounded, and will die soon, if not aided.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_INCAP: act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM); act("You are incapacitated an will slowly die, if not aided.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_STUNNED: act("$n is stunned, but will probably regain conscience again.", TRUE, victim, 0, 0, TO_ROOM); act("You're stunned, but will probably regain conscience again.", FALSE, victim, 0, 0, TO_CHAR); break; case POSITION_DEAD: act("$n is dead! R.I.P.", TRUE, victim, 0, 0, TO_ROOM); act("You are dead! Sorry...", FALSE, victim, 0, 0, TO_CHAR); break; default: /* >= POSITION SLEEPING */ max_hit=hit_limit(victim); if (dam > (max_hit/5)) act("That Really did HURT!",FALSE, victim, 0, 0, TO_CHAR); if (GET_HIT(victim) < (max_hit/5)) { act("You wish that your wounds would stop BLEEDING that much!",FALSE,victim,0,0,TO_CHAR); if (IS_NPC(victim)) if (IS_SET(victim->specials.act, ACT_WIMPY)) do_flee(victim, "", 0); } break; } if (!IS_NPC(victim) && !(victim->desc)) { do_flee(victim, "", 0); if (!victim->specials.fighting) { act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM); victim->specials.was_in_room = victim->in_room; char_from_room(victim); char_to_room(victim, 0); } } if (GET_POS(victim) < POSITION_STUNNED) if (ch->specials.fighting == victim) stop_fighting(ch); if (!AWAKE(victim)) if (victim->specials.fighting) stop_fighting(victim); if (GET_POS(victim) == POSITION_DEAD) { if (IS_NPC(victim) || victim->desc) if (IS_AFFECTED(ch, AFF_GROUP)) { group_gain(ch, victim); } else { /* Calculate level-difference bonus */ exp = GET_EXP(victim)/3; if (IS_NPC(ch)) exp += (exp*MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; else exp += (exp*MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3; exp = MAX(exp, 1); gain_exp(ch, exp); change_alignment(ch, victim); } if (!IS_NPC(victim)) { sprintf(buf, "%s killed by %s at %s", GET_NAME(victim), (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)), world[victim->in_room].name); log(buf); } die(victim); }