Esempio n. 1
0
// Returns true if a creature can see another creature
bool
check_sight_vict(struct creature * self, struct creature * vict)
{
    // Immortals players can always see non-immortal players
    if (IS_IMMORT(self) && !IS_IMMORT(vict))
        return true;

    // Nothing at all gets through immort invis
    if (IS_PC(self) && IS_IMMORT(vict)
        && GET_LEVEL(self) < GET_INVIS_LVL(vict))
        return false;

    // Mortals can't see unapproved mobs
    if (!NPC2_FLAGGED(self, NPC2_UNAPPROVED) &&
        NPC2_FLAGGED(vict, NPC2_UNAPPROVED) &&
        !IS_IMMORT(self) && !is_authorized(self, TESTER, NULL))
        return false;

    // Non-tester mortal players can't see testers
    if (!IS_IMMORT(self)
        && !IS_NPC(self)
        && !IS_IMMORT(vict)
        && !is_authorized(self, TESTER, NULL)
        && is_authorized(vict, TESTER, NULL))
        return false;

    // Holy is the light that shines on the chosen
    if (PRF_FLAGGED(self, PRF_HOLYLIGHT))
        return true;

    // Sonic imagery and retina detects transparent creatures
    if (AFF2_FLAGGED(vict, AFF2_TRANSPARENT) &&
        !(AFF3_FLAGGED(self, AFF3_SONIC_IMAGERY) ||
            AFF_FLAGGED(self, AFF_RETINA) ||
            affected_by_spell(self, ZEN_AWARENESS)))
        return false;

    // True seeing and detect invisibility counteract all magical invis
    if (AFF2_FLAGGED(self, AFF2_TRUE_SEEING) ||
        AFF_FLAGGED(self, AFF_DETECT_INVIS))
        return true;

    // Invis/Transparent
    if (AFF_FLAGGED(vict, AFF_INVISIBLE))
        return false;

    // Invis to Undead
    if (IS_UNDEAD(self) && AFF2_FLAGGED(vict, AFF2_INVIS_TO_UNDEAD))
        return false;

    return true;
}
Esempio n. 2
0
/* Hitpoint gain per game hour */
int hit_gain(CharData * ch)
{    
    // Character is messed
    if (IN_ROOM(ch) == -1) return 0;

    // Delusion health deflates fairly quickly
    if(affected_by_spell(ch, SKILL_DELUSION))
        return -(GET_MAX_HIT(ch) * spell_level(ch, SKILL_DELUSION) / 9);

    /* Are they rotting away ? */
    if (!IS_NPC(ch) && IS_UNDEAD(ch)) {
        return ( (GET_LEVEL(ch) < 50) && (ch->desc) ) ? -GET_LEVEL(ch) : 0;
    }

    /* Race calculations */
    /* vampires don't regenerate in sunlight, unless they're shadow sphered */
    if (!IS_NPC(ch) && IS_VAMPIRE(ch) &&
            IS_SUNLIGHT(IN_ROOM(ch)) && !IS_AFFECTED(ch, AFF_SHADOW_SPHERE))
        return 0;

    if(!IS_NPC(ch)) {
        int suffer = 0;

        if(ROOM_FLAGGED(ch->in_room, ROOM_SUFFER) && ( GET_LEVEL(ch) < LVL_IMMORT ))
            suffer = 1;
        else if(!GET_COND(ch, THIRST) && IS_AMARA(ch))
            suffer = 1;
        else if (IS_IZARTI(ch) && IS_EVIL(ch))
            suffer = 1;
        else if (IS_DEMON(ch) && IS_GOOD(ch))
            suffer = 1;

        if(suffer == 1) {
            if(percentSuccess(2))
                damage(ch, ch, -SUFFER_RATE, TYPE_ROOM_SUFFER);
            return 0;
        }
    }

    int base = calcHitBase(ch);
    int multiplier = calcHitMulti(ch);
    int bonus = calcHitBonus(ch);

    int gain = base*multiplier/100 + bonus;
    return (gain);
}/* hit_gain */
Esempio n. 3
0
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;

}