void mp_greet_trigger( CHAR_DATA *ch ) { CHAR_DATA *mob; for ( mob = ch->in_room->people; mob != NULL; mob = mob->next_in_room ) { if ( IS_NPC( mob ) && ( HAS_TRIGGER(mob, TRIG_GREET) || HAS_TRIGGER(mob,TRIG_GRALL) ) ) { /* * Greet trigger works only if the mobile is not busy * (fighting etc.). If you want to catch all players, use * GrAll trigger */ if ( HAS_TRIGGER( mob,TRIG_GREET ) && mob->position == mob->pIndexData->default_pos && can_see( mob, ch ) ) mp_percent_trigger( mob, ch, NULL, NULL, TRIG_GREET ); else if ( HAS_TRIGGER( mob, TRIG_GRALL ) ) mp_percent_trigger( mob, ch, NULL, NULL, TRIG_GRALL ); } } return; }
void do_surrender( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob; if ( (mob = ch->fighting) == NULL ) { send_to_char( "But you're not fighting!\n\r", ch ); return; } act( "You surrender to $N!", ch, NULL, mob, TO_CHAR, 1 ); act( "$n surrenders to you!", ch, NULL, mob, TO_VICT, 1 ); act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT, 0 ); stop_fighting( ch, TRUE ); if ( !IS_NPC( ch ) && IS_NPC( mob ) && ( !HAS_TRIGGER( mob, TRIG_SURR ) || !mp_percent_trigger( mob, ch, NULL, NULL, TRIG_SURR ) ) ) { act( "$N seems to ignore your cowardly act!", ch, NULL, mob,TO_CHAR,1); multi_hit( mob, ch, TYPE_UNDEFINED ); } }
/* RT Enter portals */ void do_enter( CHAR_DATA *ch, char *argument) { ROOM_INDEX_DATA *location; if ( ch->fighting != NULL ) return; /* nifty portal stuff */ if (argument[0] != '\0') { ROOM_INDEX_DATA *old_room; OBJ_DATA *portal; CHAR_DATA *fch, *fch_next; old_room = ch->in_room; portal = get_obj_list( ch, argument, ch->in_room->contents ); if (portal == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (portal->item_type != ITEM_PORTAL || (IS_SET(portal->value[1],EX_CLOSED) && !IS_TRUSTED(ch,KNIGHT))) { send_to_char("You can't seem to find a way in.\n\r",ch); return; } if (!IS_TRUSTED(ch,KNIGHT) && !IS_SET(portal->value[2],GATE_NOCURSE) && IS_AFFECTED(ch,AFF_CURSE) ) { send_to_char("Something prevents you from leaving...\n\r",ch); return; } if (IS_SET(portal->value[2],GATE_RANDOM) || portal->value[3] == -1) { location = get_random_room(ch); portal->value[3] = location->vnum; /* for record keeping :) */ } else if (IS_SET(portal->value[2],GATE_BUGGY) && (number_percent() < 5)) location = get_random_room(ch); else location = get_room_index(portal->value[3]); if (location == NULL || location == old_room || !can_see_room(ch,location) || (room_is_private(ch,location) && !IS_TRUSTED(ch,IMPLEMENTOR))) { act("$p doesn't seem to go anywhere.",ch,portal,NULL,TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE) && IS_SET(location->room_flags,ROOM_LAW)) { send_to_char("Something prevents you from leaving...\n\r",ch); return; } act("$n steps into $p.",ch,portal,NULL,TO_ROOM); if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("You enter $p.",ch,portal,NULL,TO_CHAR); else act("You walk through $p and find yourself somewhere else...", ch,portal,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch, location); if (IS_SET(portal->value[2],GATE_GOWITH)) /* take the gate along */ { obj_from_room(portal); obj_to_room(portal,location); } if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("$n has arrived.",ch,portal,NULL,TO_ROOM); else act("$n has arrived through $p.",ch,portal,NULL,TO_ROOM); do_look(ch,"auto"); /* charges */ if (portal->value[0] > 0) { portal->value[0]--; if (portal->value[0] == 0) portal->value[0] = -1; } /* protect against circular follows */ if (old_room == location) return; for ( fch = old_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if (portal == NULL || portal->value[0] == -1) /* no following through dead portals */ continue; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); if ( fch->master == ch && fch->position == POS_STANDING) { if (IS_SET(ch->in_room->room_flags,ROOM_LAW) && (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE))) { act("You can't bring $N into the city.", ch,NULL,fch,TO_CHAR); act("You aren't allowed in the city.", fch,NULL,NULL,TO_CHAR); continue; } act( "You follow $N.", fch, NULL, ch, TO_CHAR ); do_enter(fch,argument); } } if (portal != NULL && portal->value[0] == -1) { act("$p fades out of existence.",ch,portal,NULL,TO_CHAR); if (ch->in_room == old_room) act("$p fades out of existence.",ch,portal,NULL,TO_ROOM); else if (old_room->people != NULL) { act("$p fades out of existence.", old_room->people,portal,NULL,TO_CHAR); act("$p fades out of existence.", old_room->people,portal,NULL,TO_ROOM); } extract_obj(portal); } /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ if ( IS_NPC( ch ) && HAS_TRIGGER( ch, TRIG_ENTRY ) ) mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_ENTRY ); if ( !IS_NPC( ch ) ) mp_greet_trigger( ch ); return; } send_to_char("Nope, can't do it.\n\r",ch); return; }
void do_dismount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; bool show; int skill = get_skill( ch, gsn_riding ); if ( (victim = ch->mount) == NULL ) { send_to_char( "Przecie¿ nie dosiadasz teraz ¿adnego wierzchowca.\n\r", ch ); return; } if ( ch->position == POS_SLEEPING ) { send_to_char( "¦nisz o zsiadaniu z konia.\n\r", ch ); return; } do_dismount_body(ch); ch->position = POS_STANDING; show = TRUE; if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DISMOUNT ) ) { show = !mp_percent_trigger( victim, ch, NULL, NULL, &TRIG_DISMOUNT ); } if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_MOUNT ) ) { show = FALSE; } if ( show ) { if ( skill == 0 || number_percent() > skill + 5 ) { act( "Nieudolnie próbujesz zsi±¶æ z grzbietu $Z i po chwili l±dujesz na ziemi.", ch, NULL, victim, TO_CHAR ); act( "$n nieudolnie próbuje zsi±¶æ z grzbietu $Z i po chwili l±duje na ziemi.", ch, NULL, victim, TO_NOTVICT ); ch->position = POS_SITTING; ch->move -= number_range(0,4); if ( ch->weight > 900 ) { ch->move -= number_range(0,2); } if ( ch->move < 0 ) { ch->move = 0; } check_improve( ch, NULL, gsn_riding, TRUE, 80 ); } else { act("Zrêcznie zeskakujesz z grzbietu $Z.", ch, NULL, victim, TO_CHAR ); act("$n zrêcznie zeskakuje z grzbietu $Z.", ch, NULL, victim, TO_NOTVICT ); check_improve( ch, NULL, gsn_riding, TRUE, 70 ); } } return; }
void do_mount_on( CHAR_DATA *ch, CHAR_DATA *horse ) { bool show; int skill = get_skill( ch, gsn_riding ); if ( ch->mount ) { print_char(ch, "Przecie¿ dosiadasz ju¿ %s!\n\r", ch->mount->name4); return; } if ( horse == ch ) { send_to_char( "Czego chcesz dosi±¶æ?\n\r", ch ); return; } if ( !IS_NPC(horse) || !EXT_IS_SET(horse->act, ACT_MOUNTABLE ) ) { print_char(ch, "Nie mo¿esz dosi±¶æ %s!\n\r", horse->name2 ); return; } if ( horse->mounting ) { print_char(ch, "%s ju¿ ma je¼dzca.\n\r", horse->short_descr ); return; } if ( horse->master && horse->master != ch ) { act("$N nie pozwala ci na to.", ch, NULL, horse->master, TO_CHAR ); return; } if ( horse->position < POS_STANDING ) { send_to_char( "Wierzchowiec musi staæ, aby mo¿na by³o na niego wsi±¶æ.\n\r", ch ); return; } if ( horse->fighting ) { print_char(ch, "%s teraz walczy, nie dasz rady wsi±¶æ.\n\r", horse->short_descr ); return; } if ( is_fearing( horse, ch ) ) { print_char(ch, "%s zbyt siê ciebie boi, nie dasz rady wsi±¶æ.\n\r", horse->short_descr ); if ( number_percent() < 5 ) { one_hit( horse, ch, TYPE_UNDEFINED, FALSE ); } return; } if ( ch->move <= 0 ) { act( "Jeste¶ zbyt zmêczon<&y/a/e> by dosi±¶æ wierzchowca.", ch, NULL, horse, TO_CHAR ); return; } if (IS_AFFECTED(ch, AFF_SNEAK) || IS_AFFECTED(ch, AFF_HIDE)) { switch (horse->sex) { case SEX_NEUTRAL: act( "Próbujesz dosi±¶æ $C, ale robisz to tak niespodziewanie, ¿e $N umyka przestraszone.", ch, NULL, horse, TO_CHAR ); break; case SEX_MALE: act( "Próbujesz dosi±¶æ $C, ale robisz to tak niespodziewanie, ¿e $N umyka przestraszony.", ch, NULL, horse, TO_CHAR ); break; case SEX_FEMALE: default : act( "Próbujesz dosi±¶æ $C, ale robisz to tak niespodziewanie, ¿e $N umyka przestraszona.", ch, NULL, horse, TO_CHAR ); break; } ch->move -= number_range(1,4); if ( ch->move < 0 ) { ch->move = 0; } return; } if(IS_AFFECTED(ch, AFF_FLYING)) { affect_strip(ch, gsn_fly); } if(IS_AFFECTED(ch, AFF_FLOAT)) { affect_strip(ch, gsn_float); } if ( skill == 0 || number_percent() > skill + 5 ) { act( "Nieudolnie próbujesz dosi±¶æ $C i po chwili l±dujesz na ziemi.", ch, NULL, horse, TO_CHAR ); act( "$n nieudolnie próbuje dosi±¶æ $C i po chwili l±duje na ziemi.", ch, NULL, horse, TO_NOTVICT ); ch->position = POS_SITTING; ch->move -= number_range(0,4); if ( ch->weight > 900 ) { ch->move -= number_range(0,2); } ch->move = UMAX(0,ch->move); check_improve( ch, NULL, gsn_riding, TRUE, 70 ); return; } ch->mount = horse; horse->mounting = ch; horse->default_pos = POS_STANDING; horse->position = POS_STANDING; show = TRUE; if ( IS_NPC( horse ) && HAS_TRIGGER( horse, TRIG_MOUNT ) ) { show = !mp_percent_trigger( horse, ch, NULL, NULL, &TRIG_MOUNT ); } if ( IS_NPC( horse ) && HAS_TRIGGER( horse, TRIG_DISMOUNT ) ) { show = FALSE; } if ( show ) { act( "Umiejêtnie dosiadasz $C.", ch, NULL, horse, TO_CHAR ); act( "$n umiejêtnie dosiada $C.", ch, NULL, horse, TO_NOTVICT ); check_improve( ch, NULL, gsn_riding, TRUE, 10 ); } return; }
/* * Control the fights going on. * Blow stuff up. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj_next; /* Explosives */ for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; int door, depth, radius, dam; ROOM_INDEX_DATA *blast_room; EXIT_DATA *pExit; obj_next = obj->next; if(obj->item_type != ITEM_BOMB || !obj->value[1]) continue; if(--obj->value[0] > 0) continue; fake_out(); message = "$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; }
/* * Inflict damage from a hit. */ int damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type, bool show, int agg, int combo) { /*OBJ_DATA *corpse;*/ bool immune; if ( victim->position == P_DEAD ) return P_DEAD; /* @@@@@ FIX TORPOR if ( victim->position == P_TORPOR ) return P_TORPOR; */ /* damage reduction */ if ( dam > 15) dam = (dam - 5)/2 + 5; if(IS_SET(ch->form, FORM_HORRID)) dam++; /* @@@@@ FIX BITE DAMAGE FOR SERPENTIS 3 if(is_affected(ch, skill_lookup("skin of the adder")) && dam_type == DAM_BITE) dam++; */ /* In case of -ve agg ratings */ if (agg < 0) agg = 0; /* soakage */ dam = do_soak(victim, dam, agg); if ( victim != ch ) { if ( victim->position > P_STUN ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL ) ) mp_percent_trigger( victim, ch, NULL, NULL, TRIG_KILL ); } if (victim->timer <= 4) victim->position = P_FIGHT; } if ( victim->position > P_STUN ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, gsn_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM, 0 ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && !IS_NPC(victim) && victim->condition[COND_HIGH] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && !IS_NATURAL(ch) )) ) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return -1; if ( check_dodge( ch, victim ) ) return -1; } */ switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if (show) dam_message( ch, victim, dam, dt, immune, combo ); if(dam > (victim->health + victim->agghealth -7)) { victim->position = P_MORT; stop_fighting(ch, TRUE); } else if(dam == (victim->health + victim->agghealth -7)) { victim->position = P_INCAP; stop_fighting(ch, TRUE); } if (dam == 0) return -1; else if(IS_SET(ch->off_flags, BANDAGED)) REMOVE_BIT(ch->off_flags, BANDAGED); /* * Hurt the victim. * Inform the victim of his new state. */ if( (victim->race == race_lookup("vampire")) && (dt == DAM_FIRE) ) { victim->agghealth -= dam; update_pos( victim, UMAX(1, agg) ); if(agg <= 0) agg = 1; } else if( (victim->race == race_lookup("werewolf")) && (dt == DAM_SILVER) ) { victim->agghealth -= dam; update_pos( victim, UMAX(1, agg) ); if(agg <= 0) agg = 1; } else if( (victim->race == race_lookup("faerie")) && (dt == DAM_IRON) ) { victim->health -= dam; victim->GHB += dam/3; update_pos( victim, agg ); } else if(agg) { victim->agghealth -= dam; update_pos( victim, agg ); } else { victim->health -= dam; update_pos( victim, 0 ); } switch( victim->position ) { case P_MORT: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM, 0 ); send_to_char("You are mortally wounded, and may die soon, if not aided.\n\r", victim ); break; case P_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM, 0 ); send_to_char("You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case P_TORPOR: act( "$n is mortally wounded, and will slowly die if not aided.", victim, NULL, NULL, TO_ROOM, 0 ); send_to_char("You enter torpor.\n\r", victim ); break; case P_STUN: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM, 0 ); send_to_char("You are stunned, but will probably recover.\n\r", victim ); break; case P_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM, 0 ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); break; default: if ( dam > MAX_HEALTH / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( (victim->health + victim->agghealth - 7) < MAX_HEALTH / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } if(dam_type == DAM_FIRE) fire_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR); if(dam_type == DAM_COLD) cold_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR); if(dam_type == DAM_LIGHTNING) shock_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR); if(dam_type == DAM_ACID) acid_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR); if(dam_type == DAM_POISON) poison_effect((void *) victim, agg+dam/2, dam, TARGET_CHAR); /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( (victim->position == P_INCAP && IS_NPC(victim)) || victim->position == P_DEAD || victim->position == P_TORPOR ) { if ( !IS_NPC(victim) ) { log_string( LOG_GAME, Format("%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum) ); } snprintf( log_buf, 2*MIL, "\tY[WIZNET]\tn %s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); /* * Death trigger */ if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DEATH) ) { victim->position = P_STAND; mp_percent_trigger( victim, ch, NULL, NULL, TRIG_DEATH ); } if((!str_cmp(ch->description, "") || strlen(ch->description) < 10) && ch->played > 10*60*60) { send_to_char("No experience without a description.\n\r", ch); } else { if(ch->ooc_xp_count < 2) { send_to_char("You learn from your encounter.\n\r", ch); ch->oocxp += 1; ch->ooc_xp_count++; } else if(IS_SET(victim->act2, ACT2_HUNTER) && ch->ooc_xp_count < 50) { send_to_char("You learn from your encounter.\n\r", ch); ch->exp += 1; ch->ooc_xp_count++; } } if(ch->quest) { if(ch->quest->quest_type == Q_HITMAN && ch->quest->victim == victim) (*quest_table[ch->quest->quest_type].q_fun) (ch, 2); if(victim->quest != NULL && victim->quest->quest_type == Q_HITMAN && victim->quest->victim == victim && victim->quest->questor != ch) (*quest_table[victim->quest->quest_type].q_fun) (victim->quest->questor, 3); if(victim->quest != NULL && (victim->quest->quest_type == Q_BODYGUARD || victim->quest->quest_type == Q_RESCUE) && victim->quest->victim == victim) (*quest_table[victim->quest->quest_type].q_fun) (victim->quest->questor, 3); } if(victim->position != P_TORPOR || agg) update_pos( victim, agg ); return victim->position; } if ( victim == ch ) return ch->position; /* Link dead salvation. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { do_function(victim, &do_flee,""); } tail_chain( ); return victim->position; }