Esempio n. 1
0
bool damage_acid( char_data* victim, char_data* ch, int damage,
  const char* string, bool plural )
{
  damage *= 100-victim->Save_Acid( );
  damage /= 100;

  dam_message( victim, ch, damage, string,
    lookup( acid_index, damage, plural ) );
  
  return inflict( victim, ch, damage, "acid" );
}
Esempio n. 2
0
bool damage_shock( char_data* victim, char_data* ch, int damage,
  const char* string, bool plural )
{
  damage *= 100-victim->Save_Shock( );
  damage /= 100;

  dam_message( victim, ch, damage, string,
    lookup( electric_index, damage, plural ) );  

  return inflict( victim, ch, damage, "shock" );
}
Esempio n. 3
0
/*
 * Alert: As of bpl14, this function returns the following codes:
 *	< 0	Victim died.
 *	= 0	No damage.
 *	> 0	How much damage done.
 */
int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype)
{
  if (GET_POS(victim) <= POS_DEAD) {
    /* This is "normal"-ish now with delayed extraction. -gg 3/15/2001 */
    if (PLR_FLAGGED(victim, PLR_NOTDEADYET) || MOB_FLAGGED(victim, MOB_NOTDEADYET))
      return (-1);

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

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

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

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

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

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

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

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

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

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

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

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

  update_pos(victim);

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

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

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

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

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

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

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

    if (!IS_NPC(victim)) {
      mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name);
      if (MOB_FLAGGED(ch, MOB_MEMORY))
	forget(ch, victim);
    }
    die(victim);
    return (-1);
  }
  return (dam);
}
Esempio n. 4
0
/*
 * 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;
}
Esempio n. 5
0
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);
	}