void objfun_sword_aggro(OBJ_DATA *obj, CHAR_DATA *keeper) { /* Weapon 'draws' an aggro mob's attention to the player */ /* If fighting, make cast spells? */ CHAR_DATA *vch; if (obj->item_type != ITEM_WEAPON) return; if ((keeper == NULL) || (obj == NULL)) return; if ((get_eq_char(keeper, WEAR_WIELD) != obj) && (get_eq_char(keeper, WEAR_WIELD_2) != obj)) return; if (keeper == NULL || keeper->fighting == NULL) return; for (vch = keeper->in_room->first_person; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (vch->level > keeper->level) && IS_SET(vch->act, ACT_AGGRESSIVE) && vch->fighting == NULL && number_bits(4) == 0) { act("$p carried by $n glows in $s hands.", keeper, obj, NULL, TO_ROOM); act("$p carried by you glows in your hands.", keeper, obj, NULL, TO_CHAR); act("$p says 'LOOK! LOOK! $n is here!!'", keeper, obj, NULL, TO_ROOM); act("$p says 'LOOK! LOOK! $n is here!!'", keeper, obj, NULL, TO_CHAR); multi_hit(vch, keeper, TYPE_UNDEFINED); break; } } return; }
// Check if CH can do mf with current weapons bool check_mf(CHAR_DATA *ch, sh_int gsn) { OBJ_DATA * wield1; OBJ_DATA * wield2; wield1 = get_eq_char(ch,WEAR_WIELD); wield2 = get_eq_char(ch,WEAR_SECOND_WIELD); if (!wield1) { if (gsn != gsn_martialarts) { return FALSE; } else { return TRUE; } } if (wield1->item_type != ITEM_WEAPON) { return FALSE; } if (wield1->value[0] != get_mf_weapontype(gsn)) { return FALSE; } if ((gsn == gsn_duelling) && wield1 != NULL && wield2 != NULL && (wield1->value[0]== WEAPON_DAGGER && wield2->value[0] == WEAPON_DAGGER)) //duelling { return TRUE; } if ((gsn == gsn_speardancer) && wield1 != NULL && wield2 != NULL && (wield1->value[0]== WEAPON_SPEAR && wield2->value[0] == WEAPON_SPEAR)) //Speardancer { return TRUE; } //Shields allowed with speardancer if ((gsn == gsn_speardancer) && wield1 != NULL && wield1->value[0] == WEAPON_SPEAR && get_eq_char(ch, WEAR_SHIELD != NULL)) { return TRUE; } // If wielding a shield also if (get_eq_char(ch, WEAR_SHIELD) != NULL && !IS_SET(ch->merits, MERIT_AMBIDEXTROUS)) { return FALSE; } // Only with 1 weapon unless ambidex merit if (get_eq_char(ch, WEAR_SECOND_WIELD) != NULL && !IS_SET(ch->merits, MERIT_AMBIDEXTROUS)) { return FALSE; } return TRUE; }
bool check_razorblade(CHAR_DATA *ch, CHAR_DATA *victim, int type, int spell) { if(get_eq_char(ch,WEAR_WIELD)) return TRUE; if(get_eq_char(ch,WEAR_HOLD)) return TRUE; if(get_eq_char(ch,WEAR_SECOND)) return TRUE; if(get_eq_char(ch,WEAR_HANDS)) return TRUE; if(get_eq_char(ch,WEAR_WRIST_R)) return TRUE; if(get_eq_char(ch,WEAR_WRIST_L)) return TRUE; if(get_eq_char(ch,WEAR_LIGHT)) return TRUE; if(get_eq_char(ch,WEAR_SHIELD)) return TRUE; if(get_eq_char(ch,WEAR_INSTRUMENT)) return TRUE; return FALSE; }
void objfun_cast_fight(OBJ_DATA *obj, CHAR_DATA *keeper) { int sn; CHAR_DATA *victim; int min_lev; char *spell = ""; if (keeper == NULL || (keeper->fighting == NULL) || (obj->item_type != ITEM_WEAPON)) return; if ((get_eq_char(keeper, WEAR_WIELD) != obj) && (get_eq_char(keeper, WEAR_WIELD_2) != obj)) return; /* Must be wielded to work */ for (victim = keeper->in_room->first_person; victim != NULL; victim = victim->next_in_room) if (victim->fighting == keeper && number_bits(2) == 0) break; if ((victim == NULL) || (victim->is_free != FALSE)) return; switch (number_range(0, 5)) { case 0: min_lev = 5; spell = "magic missile"; break; case 1: min_lev = 7; spell = "colour spray"; break; case 2: min_lev = 8; spell = "chill touch"; break; case 3: min_lev = 30; spell = "fireball"; break; case 4: min_lev = 55; spell = "flamestrike"; break; case 5: min_lev = 30; spell = "lightning bolt"; break; } if ((sn = skill_lookup(spell)) < 0) return; act("$p glows brightly at $n!", victim, obj, NULL, TO_ROOM); act("$p glows brightly at you!", victim, obj, NULL, TO_CHAR); obj_cast_spell(sn, obj->level, keeper, victim, obj); return; }
/* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_parry) / 2; if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) { if (IS_NPC(victim)) chance /= 2; else return FALSE; } if (!can_see(ch,victim)) return FALSE; if ( dice_rolls(ch, chance,8) >= 1 ) return FALSE; act( "You parry $n's attack.", ch, NULL, victim, TO_VICT, 1 ); act( "$N parries your attack.", ch, NULL, victim, TO_CHAR, 1 ); return TRUE; }
void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_DRAGONPIT) || IS_SET(ch->in_room->room_flags, ROOM_DRAGONPIT) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->area->area_flags, AREA_PROTO ) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) ) || (is_clan(victim) && !is_same_clan(ch,victim))) { send_to_char( "You failed.\n\r", ch ); return; } if (!IS_IMP(ch)) { if (IS_IMMORTAL(ch)) { send_to_char("\n\r{rIMMs can use {RGOTO{r so there is no reason to be opening {RPORTAL{r.{x\n\r",ch); return; } } stone = get_eq_char(ch,WEAR_HOLD); if (!IS_IMMORTAL(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char("You lack the proper component for this spell.\n\r",ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR); //act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR); //extract_obj(stone); } portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room(portal,ch->in_room); act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM); act("$p rises up before you.",ch,portal,NULL,TO_CHAR); }
bool check_sp_hammer(CHAR_DATA *ch, CHAR_DATA *victim, int type, int spell) { if(get_eq_char(ch,WEAR_WIELD)) return TRUE; return FALSE; }
/* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR, 1); act("$n tries to disarm you, but your weapon won't budge!", ch,NULL,victim,TO_VICT, 0); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT, 0); return; } act( "$n DISARMS you and sends your weapon flying!", ch, NULL, victim, TO_VICT, 1 ); act( "You disarm $N!", ch, NULL, victim, TO_CHAR, 1 ); act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT, 0 ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) get_obj(victim,obj,NULL); } return; }
void soul_sword (CHAR_DATA *ch) { //Soul Sword can rarely kill victims outright, and does 1 dmg, and is VERY unlikely to hit. UNGODLY Expensive CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int thebonus = 0; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r",ch); return; } if (IS_NPC(victim)) thebonus = 45; else thebonus = 7; if (ch->mana < 30000) { send_to_char("You have not the 30000 mana power to use this.\n\r",ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char("Without a proper katana the energy will destroy your weapon.\n\r",ch); return; } ch->mana -= 30000; send_to_char("You channel mystical energy into your katana.\n\r",ch); do_say(ch,"#0SOUL #nSWORD!"); act("A bolt of light shoots out of your katana and into $N",ch, NULL, victim, TO_CHAR); act("A bolt of light shoots out of $n's katana and into you!", ch, NULL, victim, TO_VICT); act("A bolt of light shoots out of $n's katana and into $N!", ch, NULL, victim, TO_NOTVICT); if (number_range(0,250) > (4 + thebonus)) // Was .5% now it's 5%/20% { act("Your attack was ineffective.", ch, NULL, victim, TO_CHAR); act("$n looks confused as nothing happens.", ch, NULL, NULL, TO_ROOM); multi_hit( ch, victim, TYPE_UNDEFINED ); WAIT_STATE(ch, (PULSE_VIOLENCE * 5)); return; } xprintf(buf,"$N screams as $E is ripped apart by the dark energy. #R[#y#b MORTAL #n#R]#n"); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf,"$n looks on as you start screaming while dark energy rips you apart from the inside out. #R[#y#b MORTAL #n#R]#n"); act(buf, ch, NULL, victim, TO_VICT); send_to_char("You crumple to the ground.\n\r", victim); act("$n looks on as $N starts screaming. Weakened $N crumples to the ground.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE(ch, (PULSE_VIOLENCE * 5)); victim->hit = -10; hurt_person(ch, victim, 1); return; }
void drain_sword (CHAR_DATA *ch) { //Drain Sword sucks health from a victim, and is moderately likely to hit. Avg Expense, Low Dmg CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; int heal; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r",ch); return; } if (ch->mana < 4000) { send_to_char("You have not the 4000 mystical power to use this.\n\r",ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char("Without a proper katana the energy will destroy your weapon.\n\r",ch); return; } ch->mana -= 4000; send_to_char("You channel mystical energy into your katana.\n\r",ch); do_say(ch,"#nD#0R#yA#0I#nN #nSWORD!"); send_to_char("A wave of energy launches itself from your katana.\n\r",ch); act("A wave of energy launches itself from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0,100) < 20) { act("Your wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_CHAR); act("The wave of energy goes through you, continues on a bit then fades.", ch, NULL, victim, TO_VICT); act("The wave of energy goes through $N, continues on a bit then fades.", ch, NULL, victim, TO_NOTVICT); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 2); heal = number_range(dmg / 3, dmg / 2); xprintf(buf,"Your wave of energy enters $N's body and drains %d health painfully from $N. #R[#R#b %d #n#R]#n", heal, dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf,"$n's wave of energy enters your body and drains you painfully. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's wave of energy enters $N's body causing $N to look weak.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); ch->hit += heal; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); return; }
void fire_sword (CHAR_DATA *ch) { //Flame Cone Sword sets victim aflame, and is VERY likely to hit. More Expense, Low Dmg CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r",ch); return; } if (ch->mana < 3500) { send_to_char("You have not the 3500 mystical power to use this.\n\r",ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char("Without a proper katana the energy will destroy your weapon.\n\r",ch); return; } ch->mana -= 3500; send_to_char("You channel mystical energy into your katana.\n\r",ch); do_say(ch,"#rF#RIR#rE #nSWORD!"); send_to_char("A tremendous cone of flame shoots from your katana.\n\r",ch); act("A tremendous cone of flame shoots from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0,100) < 5) { act("Your cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_CHAR); act("The cone of flame flashes past you and scorches the ground.", ch, NULL, victim, TO_VICT); act("The cone of flame flashes past $N and scorches the ground.", ch, NULL, victim, TO_NOTVICT); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 2); xprintf(buf,"Your cone of flame engulfs $N's in a sheet of flame. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf,"$n's cone of flame engulfs you in a sheet of flame. #R[#R#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's engulfs $N's in a sheet of flame.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); if (!IS_SET(victim->affected_by, AFF_FLAMING)) SET_BIT(victim->affected_by, AFF_FLAMING); return; }
void lightning_sword (CHAR_DATA *ch) { //Lightning Stuns Victim and is fairly likely to hit, Avg Expense, Avg Damage CHAR_DATA *victim; OBJ_DATA *katana; char buf[MAX_STRING_LENGTH]; int dmg; if (IS_NPC(ch)) return; katana = get_eq_char(ch, WEAR_WIELD); if ((victim = ch->fighting) == NULL) { send_to_char("You find no need for this now.\n\r",ch); return; } if (ch->mana < 2500) { send_to_char("You have not the 2500 mana to use this.\n\r",ch); return; } if ((katana == NULL) || (katana->pIndexData->vnum != 33176)) { send_to_char("Without a proper katana the energy will destroy your weapon.\n\r",ch); return; } ch->mana -= 2500; send_to_char("You channel mystical energy into your katana.\n\r",ch); do_say(ch,"#b#cL#CI#cG#CH#cT#CN#cI#CN#cG #nSWORD!"); send_to_char("A humongous bolt of lightning blasts from your katana.\n\r",ch); act("A humongous bolt of lightning blasts from $n's katana!", ch, NULL, NULL, TO_ROOM); if (number_range(0,100) < 16) { act("Your lightning blast flies past $N and is absorbed by the ground.", ch, NULL, victim, TO_CHAR); act("The lightning blast slams into the ground and is absorbed.", ch, NULL, NULL, TO_ROOM); return; } dmg = number_range(ch->wpn[1], ch->wpn[1] * 3); xprintf(buf,"Your lightning blast slams into $N's and crackles around $S body sending them sprawling. #R[#C#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_CHAR); xprintf(buf,"$n's lightning blast slams into you and crackles around your body sending you sprawling. #R[#C#b %d #n#R]#n", dmg); act(buf, ch, NULL, victim, TO_VICT); act("$n's lightning blast slams into $N's and crackles around $S body sending $N sprawling.", ch, NULL, victim, TO_NOTVICT); hurt_person(ch, victim, dmg); WAIT_STATE(ch, (PULSE_VIOLENCE * 3)); if (victim->position > POS_STUNNED) victim->position = POS_STUNNED; return; }
bool remove_obj(Character *ch, int iWear, bool fReplace) { Object *obj; if ((obj = get_eq_char(ch, iWear)) == NULL) { return true; } if (!fReplace) { return false; } unequip_char(ch, obj); act(TO_ROOM, ch, obj, 0, "$n stops using $p."); act(TO_CHAR, ch, obj, 0, "You stop using $p."); return true; }
/* ciut przerobione */ void found_prey( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *weapon; char * target; if ( !victim ) { bug( "Found_prey: null victim", 0 ); return; } if ( !victim->in_room ) { bug( "Found_prey: null victim->in_room", 0 ); return; } if ( !can_see( ch, victim ) ) return; if ( is_safe( ch, victim ) ) return; stop_hunting( ch ); if( (weapon = get_eq_char(ch, WEAR_WIELD)) != NULL ) { if( (target = get_target_by_name(ch,victim)) == NULL) target = victim->name; if(weapon->value[0] == WEAPON_DAGGER && get_skill(ch, gsn_backstab) > 0) { do_function(ch, &do_backstab, target ); } else if ( get_skill(ch, gsn_charge) > 0 && IS_WEAPON_STAT( weapon, WEAPON_TWO_HANDS ) && weapon->value[0] != WEAPON_WHIP && weapon->value[0] != WEAPON_SHORTSWORD && weapon->value[0] != WEAPON_DAGGER ) { do_function(ch, &do_charge, target ); } else multi_hit( ch, victim, TYPE_UNDEFINED ); return; } multi_hit( ch, victim, TYPE_UNDEFINED ); return; }
void show_char_to_char_2(struct char_data *victim, struct char_data *ch) { struct gameobject *obj; struct dynamic_skill *skill_peek; int iWear; bool found; if (can_see(victim, ch)) { if (ch == victim) { act("$n glances at $mself.", ch, NULL, NULL, TO_ROOM); } else { act("$n glances at you.", ch, NULL, victim, TO_VICT); act("$n glances at $N.", ch, NULL, victim, TO_NOTVICT); } } show_damage_display(ch, victim); found = false; for (iWear = 0; where_name[iWear].wear_loc >= 0; iWear++) { if ((obj = get_eq_char(victim, where_name[iWear].wear_loc)) != NULL && can_see_obj(ch, obj)) { if (!found) { send_to_char("\n\r", ch); act("$N is using:", ch, NULL, victim, TO_CHAR); found = true; } send_to_char(where_name[iWear].desc, ch); send_to_char("(", ch); send_to_char(format_obj_to_char(obj, ch, true), ch); send_to_char(")", ch); send_to_char("\n\r", ch); } } if (victim != ch && !IS_NPC(ch) && (skill_peek = gsp_peek) != NULL && number_percent() < get_learned_percent(ch, skill_peek)) { send_to_char("\n\rYou peek at the inventory:\n\r", ch); check_improve(ch, skill_peek, true, 4); show_list_to_char(victim->carrying, ch, true, true); } return; }
void look_equipment(struct char_data *ch) { struct gameobject *obj; int iWear; send_to_char("`& You are using: \n\r ------------------``\n\r", ch); for (iWear = 0; where_name[iWear].wear_loc >= 0; iWear++) { if ((obj = get_eq_char(ch, where_name[iWear].wear_loc)) == NULL) { if (!(IS_SET(ch->act, PLR_AUTOEQ))) continue; send_to_char("`1", ch); send_to_char(where_name[iWear].desc, ch); if (where_name[iWear].wear_loc == WEAR_THIRD) { send_to_char("`1 --Not Available--``\r\n", ch); } else { if ((where_name[iWear].wear_loc == WEAR_FINGER_L2)) { send_to_char("`1 --Not Available--``\r\n", ch); } else { if ((where_name[iWear].wear_loc == WEAR_FINGER_R2)) { send_to_char("`1 --Not Available--``\r\n", ch); } else { send_to_char("`1 --Empty--``\r\n", ch); } } } continue; } send_to_char("`7", ch); send_to_char(where_name[iWear].desc, ch); send_to_char("`&", ch); if (can_see_obj(ch, obj)) { send_to_char("`&", ch); send_to_char(format_obj_to_char(obj, ch, true), ch); send_to_char("``\n\r", ch); } else { send_to_char("`&something.\n\r", ch); } } send_to_char("`8", ch); }
bool check_sp_armor(CHAR_DATA *ch, CHAR_DATA *victim, int type, int spell) { /* tylko dla personow */ if(!IS_SET(race_table[GET_RACE(ch)].type, PERSON)) return TRUE; if( !get_eq_char(ch,WEAR_HEAD) || !get_eq_char(ch,WEAR_BODY) || !get_eq_char(ch,WEAR_LEGS) || !get_eq_char(ch,WEAR_ARMS) || !get_eq_char(ch,WEAR_HANDS) || !get_eq_char(ch,WEAR_FEET)) return FALSE; return TRUE; }
sh_int find_relevant_masterform(CHAR_DATA *ch) { OBJ_DATA * obj; int weapon_type = WEAPON_NONE; sh_int masterform = 0; int i; obj = get_eq_char( ch, WEAR_WIELD ); if (obj != NULL) weapon_type = obj->value[0]; for (i = 0; i < MASTERFORMS; i++) { if (masterformslookup_table[i].weapontype == weapon_type) { masterform = masterformslookup_table[i].gsn; break; } } return masterform; }
bool check_holy_wea(CHAR_DATA *ch, CHAR_DATA *victim, int type, int spell) { if(get_eq_char(ch,WEAR_WIELD)) return TRUE; if(get_eq_char(ch,WEAR_HOLD)) return TRUE; if(get_eq_char(ch,WEAR_SECOND)) return TRUE; if(get_eq_char(ch,WEAR_LIGHT)) return TRUE; if(get_eq_char(ch,WEAR_SHIELD)) return TRUE; if(get_eq_char(ch,WEAR_INSTRUMENT)) return TRUE; return FALSE; }
void do_pipe ( CHAR_DATA *ch, char *argument ) { OBJ_DATA * pObj; OBJ_DATA * qObj; char *pipe_name; char pipe_name_2[MAX_INPUT_LENGTH]; int amount, range, weed_amount, weed_type, dex, wis, con; AFFECT_DATA *old_smoke, *old_poison; AFFECT_DATA new_smoke, poison; int dur = 1, old_dur = 0, old_level = 0, level = 1; char buf[ MAX_INPUT_LENGTH ]; char arg1[ MAX_INPUT_LENGTH ]; char arg2[ MAX_INPUT_LENGTH ]; char arg3[ MAX_INPUT_LENGTH ]; char arg4[ MAX_INPUT_LENGTH ]; // mobom dziêkujemy bez komunikatu if ( IS_NPC( ch ) ) { return ; } // w czasie walki dziêkujemy z komunikatem if ( ch->position == POS_FIGHTING || ch->fighting != NULL ) { send_to_char( "Lepiej skup siê na walce.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); argument = one_argument( argument, arg4 ); pObj = get_obj_carry( ch, arg2, ch ); if ( arg1[ 0 ] == '\0' ) { send_to_char( "Co takiego chcesz zrobiæ z fajk±?\n\r", ch ); send_to_char( "{R[PORADA]:{y 'Je¿eli nie wiesz, co mo¿esz, wpisz {Rhelp pipe{x / {Cpomoc fajka{x.{Y'{x\n\r", ch ); return; } if ( !str_prefix( arg1, "smoke" ) || !str_prefix( arg1, "pal" )) { if ( arg2[ 0 ] == '\0' ) { send_to_char( "Paliæ co?\n\r", ch ); return ; } // je¿eli obiekt nieistnieje w inventory, to mo¿e kto¶ co¶ takiego trzyma if ( pObj == NULL ) pObj = get_eq_char( ch, WEAR_HOLD ); if ( pObj == NULL ) { send_to_char( "Potrzebujesz fajki ¿eby paliæ ziele fajkowe.\n\r", ch ); return ; } /*if ( ( pObj = get_obj_carry( ch, arg2, ch ) ) == NULL ) { send_to_char( "Potrzebujesz fajki ¿eby paliæ ziele fajkowe.\n\r", ch ); return ; }*/ if ( pObj->item_type != ITEM_PIPE ) { send_to_char( "Potrzebujesz fajki ¿eby paliæ ziele fajkowe.\n\r", ch ); return ; } /* Gdy fajka jest pusta... */ if ( pObj->value[ 1 ] <= 0 ) { act( "W $j nie ma niczego, co móg³by¶ paliæ! Jest pusta.", ch, pObj, NULL, TO_CHAR ); act( "$n spogl±da z dziwnym smutkiem na $h.", ch, pObj, NULL, TO_ROOM ); return ; } /* Gdy fajka jest zgaszona*/ if ( pObj->value[ 0 ] == 0 ) { act( "Przecie¿ $p jest zgaszona!", ch, pObj, NULL, TO_CHAR ); return ; } /* Flaga informujaca o tym, ze gracz sobie pociagnal dymka... */ if ( !EXT_IS_SET( ch->act, PLR_SMOKED ) ) EXT_SET_BIT( ch->act, PLR_SMOKED ); if ( is_affected( ch, gsn_on_smoke ) ) { old_smoke = affect_find( ch->affected, gsn_on_smoke ); old_dur = old_smoke->duration; old_level = old_smoke->level; affect_strip( ch, gsn_on_smoke ); } level = weed_table[ pObj->value[2] ].weed_affect[0]; dur += old_dur; level += old_level; new_smoke.where = TO_AFFECTS; new_smoke.type = gsn_on_smoke; new_smoke.level = level; new_smoke.duration = UMIN( dur, number_range( 5, 7 ) ); new_smoke.rt_duration = 0; new_smoke.location = APPLY_NONE; new_smoke.modifier = 0; new_smoke.bitvector = &AFF_NONE; if ( level > number_range( 5, 7 ) && weed_table[ pObj->value[2] ].weed_affect[0] && number_percent() < weed_table[ pObj->value[2] ].weed_affect[1] ) { send_to_char( "\n\rZaczynasz czuæ siê jako¶ dziwnie. Przed oczyma zaczynaj± lataæ ci kolorowe plamki.\n\r", ch ); act( "\n\r$n zaczyna wygl±dajaæ jako¶ dziwnie blado.", ch, pObj, NULL, TO_ROOM ); if ( dice( 1, 2 ) == 1 ) new_smoke.bitvector = &AFF_HALLUCINATIONS_NEGATIVE; else new_smoke.bitvector = &AFF_HALLUCINATIONS_POSITIVE; } new_smoke.visible = FALSE; affect_to_char( ch, &new_smoke, NULL, FALSE ); if ( number_percent() < weed_table[ pObj->value[2] ].weed_affect[2] ) { if( is_affected(ch,gsn_poison )) { old_poison = affect_find( ch->affected, gsn_poison ); old_poison->duration += stat_throw(ch,STAT_CON) ? number_range(2,4) : number_range(4,8); if( old_poison->level < UMIN( weed_table[ pObj->value[2] ].weed_affect[0], 3) ) old_poison->level = UMIN( weed_table[ pObj->value[2] ].weed_affect[0], 3); act( "$n jeszcze bardziej zielenieje na twarzy.", ch, pObj, NULL, TO_ROOM ); send_to_char( "Czujesz siê jeszcze gorzej.\n\r", ch ); } else { poison.where = TO_AFFECTS; poison.type = gsn_poison; poison.level = UMIN( weed_table[ pObj->value[2] ].weed_affect[0], 3); poison.duration = stat_throw(ch,STAT_CON) ? number_range(2,4) : number_range(4,8); poison.rt_duration = 0; poison.location = APPLY_NONE; poison.modifier = 0; poison.bitvector = &AFF_NONE; poison.visible = FALSE; affect_to_char( ch, &poison, NULL, FALSE ); send_to_char( "Momentalnie zaczynasz czuæ siê jako¶ niedobrze. Bardzo niedobrze.\n\r", ch ); act( "$n widocznie zielenieje na twarzy.", ch, pObj, NULL, TO_ROOM ); } } /* Troche losowosci */ range = number_range( 1, 9 ); switch ( range ) { case 1: act( "$n zaci±ga siê g³êboko $j.", ch, pObj, NULL, TO_ROOM ); act( "Zaci±gasz siê g³êboko $j.", ch, pObj, NULL, TO_CHAR ); break; case 2: act( "$n pyka sobie $h przez chwilê.", ch, pObj, NULL, TO_ROOM ); act( "Pykasz sobie $h przez chwilê.", ch, pObj, NULL, TO_CHAR ); break; case 3: act( "$n wci±ga gwa³townie dym z $f.", ch, pObj, NULL, TO_ROOM ); act( "Wci±gasz gwa³townie dym z $f.", ch, pObj, NULL, TO_CHAR ); break; case 4: act( "$n zaci±ga siê delikatnie $j.", ch, pObj, NULL, TO_ROOM ); act( "Zaci±gasz siê delikatnie $j.", ch, pObj, NULL, TO_CHAR ); break; case 5: act( "Widzisz jak $n zaci±ga siê lekko $j.", ch, pObj, NULL, TO_ROOM ); act( "Zaci±gasz siê lekko $j.", ch, pObj, NULL, TO_CHAR ); break; case 6: act( "Dostrzegasz, jak $n z wpraw± zaci±ga siê dymkiem z $f.", ch, pObj, NULL, TO_ROOM ); act( "Z wielk± wpraw± zaci±gasz siê dymkiem z $f.", ch, pObj, NULL, TO_CHAR ); break; case 7: act( "$n jakby od niechcenia pali przez chwilê swoj± $h.", ch, pObj, NULL, TO_ROOM ); act( "Przez chwilkê machinalnie palisz sobie swoj± $h.", ch, pObj, NULL, TO_CHAR ); break; case 8: act( "$n z u¶miechem kurzy sobie $h.", ch, pObj, NULL, TO_ROOM ); act( "Kurzysz sobiê $h, u¶miechaj±c siê przy tym b³ogo.", ch, pObj, NULL, TO_CHAR ); break; default: act( "$n pali sobie przez chwilkê $h.", ch, pObj, NULL, TO_ROOM ); act( "Palisz sobie przez chwilkê $h.", ch, pObj, NULL, TO_CHAR ); break; } amount = number_range( 1, 3 ); // moze sie palic szybciej, lub wolniej (o 1, 2 lub o 3) if ( pObj->value[ 0 ] == 1 ) // sprawdzamy czy fajeczka jest zapalona { pObj->value[ 1 ] -= amount; // wypalamy zawartosc fajeczki //pObj->short_descr = capitalize(pObj->short_descr ); amount = number_range( 1, 7 ); switch ( amount ) { case 1: act( "Nad $j trzyman± przez $z unosi siê w±ska stru¿ka dymu.", ch, pObj, NULL, TO_ROOM ); act( "Nad $j unosi siê w±ska stru¿ka dymu.", ch, pObj, NULL, TO_CHAR ); break; case 2: act( "Nad $j $z unosz± siê ma³e, ciemne chmurki dymu.", ch, pObj, NULL, TO_ROOM ); act( "Nad $j unosz± siê ma³e, ciemne chmurki dymu.", ch, pObj, NULL, TO_CHAR ); break; case 3: act( "Widzisz jak w $f $z tl± siê ma³e, jasne iskierki.", ch, pObj, NULL, TO_ROOM ); act( "Widzisz kilka ma³ych, jasnych iskierek tl±cych siê w $k.", ch, pObj, NULL, TO_CHAR ); break; case 4: act( "Dostrzegasz, ¿e nad $f trzyman± przez $z unosi siê gêsta smuga dymu.", ch, pObj, NULL, TO_ROOM ); act( "Dosrzegasz unosz±c± siê nad $f gêst± smugê dymu.", ch, pObj, NULL, TO_CHAR ); break; case 5: act( "S³yszysz jak zawarto¶æ $f $z lekko syczy tl±c siê.", ch, pObj, NULL, TO_ROOM ); act( "S³yszysz jak zawarto¶æ $f lekko syczy tl±c siê.", ch, pObj, NULL, TO_CHAR ); break; case 6: act( "Czujesz delikatny aromat jakoby zio³owego dymu, bij±cy od $z i jego $f.", ch, pObj, NULL, TO_ROOM ); act( "Czujesz bij±cy od $f lekki, jakby zio³owy aromat.", ch, pObj, NULL, TO_CHAR ); break; default: act( "Zawarto¶æ $f nale¿±cej do $z tli siê lekko.", ch, pObj, NULL, TO_ROOM ); act( "Zawarto¶æ $f tli siê lekko.", ch, pObj, NULL, TO_CHAR ); break; } if ( pObj->value[ 1 ] <= 0 ) { act( "Ostatnie, tl±ce siê iskierki gasn±, kiedy wypali³a siê ca³a zawarto¶æ $f.", ch, pObj, NULL, TO_CHAR ); act( "Widzisz jak $p $z ga¶nie z lekkim sykiem.", ch, pObj, NULL, TO_ROOM ); pObj->value[ 0 ] = 0; pObj->value[ 1 ] = 0; pObj->value [ 2 ] = 0; } } return ; } if ( !str_prefix( arg1, "exhale" ) || !str_prefix( arg1, "wydech" )) { // Potrzebne staty do testow na 'triki'... dex = get_curr_stat_deprecated(ch,STAT_DEX); con = get_curr_stat_deprecated(ch,STAT_CON); wis = get_curr_stat_deprecated(ch,STAT_WIS); /* Zeby "wydychac" flaga palenia musi byc nalozona na gracza - sprawdzanie */ if ( !EXT_IS_SET( ch->act, PLR_SMOKED ) ) { send_to_char( "Jak chcesz to zrobiæ? Najpierw musisz zaci±gn±æ siê dymem!\n\r", ch ); return ; } /* Pomocy! if ( !str_prefix( arg2, "help" ) || !str_prefix( arg2, "pomoc" )) { act( "{R[PORADA]:{x\n\r", ch, NULL, NULL, TO_CHAR ); act( "{YZanim bêdziesz <&móg³/mog³a/mog³o> wydychaæ dym musisz paliæ fajkê.{x", ch, NULL, NULL, TO_CHAR ); act( "{YPo tym jak skoñczysz rozkoszowaæ siê bogatym smakiem ziela fajkowego...{x", ch, NULL, NULL, TO_CHAR ); act( "{YMo¿esz wydychaæ tytoniowy dym na ró¿ne sposoby, ¿eby uatrakcyjniæ palenie.{x", ch, NULL, NULL, TO_CHAR ); act( "{YSpróbuj tych oto typów wydechu, aby zadziwiæ znajomych:{x \n\r", ch, NULL, NULL, TO_CHAR ); act( "Angielskie komendy: RINGS, LINES, SPHERE, WEB, PHOENIX, HORNS, NAME", ch, NULL, NULL, TO_CHAR ); act( "Polskie komendy: KO£A, LINIE, KULA, SIEÆ, FENIKS, ROGI, IMIÊ\n\r", ch, NULL, NULL, TO_CHAR ); act( "\n\r{YSk³adnia angielska: {Gpipe exhale <nazwa figury>{x.", ch, NULL, NULL, TO_CHAR ); act( "{YSk³adnia polska: {Gfajka wydech <nazwa figury>{x.\n\r", ch, NULL, NULL, TO_CHAR ); return ; }*/ if ( arg2[ 0 ] == '\0' ) { switch ( number_range ( 1, 5 ) ) { case 1: act( "$n wydycha ustami ob³ok bladego, szarego dymu.", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz ustami ob³ok szarego, bladego dymu.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; case 2: act( "$n wydycha nosem ob³ok bladego, szarego dymu.", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz nosem ob³ok szarego, bladego dymu.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; case 3: act( "$n spokojnie wydycha ustami ob³ok bladego, szarego dymu.", ch, NULL, NULL, TO_ROOM ); act( "Spokojnie wydychasz ustami ob³ok szarego, bladego dymu.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; case 4: act( "$n spokojnie wydycha nosem ob³ok bladego, szarego dymu.", ch, NULL, NULL, TO_ROOM ); act( "Spokojnie wydychasz nosem ob³ok szarego, bladego dymu.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; default: act( "$n wydycha ob³ok bladego, szarego dymu.", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz ob³ok szarego, bladego dymu.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } } else if ( !str_prefix( arg2, "ko³a" ) || !str_prefix( arg2, "rings" ) ) { if ( dice( 2, dex - 10 ) >= 4 && dice( 2, con - 6 ) > 6 ) { act( "$n niespodziewanie wypuszcza z ust kilka du¿ych, zadziwiaj±co okr±g³ych kó³ z dymu, które uk³adaj± siê w ¶mieszny tunel zawieszony w powietrzu!", ch, NULL, NULL, TO_ROOM ); act( "Wypuszczasz z ust kilka du¿ych, zadziwiaj±co okr±g³ych kó³ z dymu, które uk³adaj± siê w ¶mieszny tunel zawieszony w powietrzu!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 4 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie ko³a, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust kilka kszta³tnych kó³, jednak nie udaje ci siê, a dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); break; } } } else if ( !str_prefix( arg2, "linie" ) || !str_prefix( arg2, "lines" )) { if ( dice( 2, dex - 10 ) > 5 && dice( 2, con - 8 ) >= 5 ) { act( "$n wydycha d³ug± smugê dymu w kszta³cie piêknej, prostej linii, zdaj±c± siê pi±æ w kierunku nieba!", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz d³ug± smugê dymu w kszta³cie piêknej, prostej linii, zdaj±c± siê pi±æ w kierunku nieba!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 5 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie linii, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 4: act( "$n z gracj± zaczyna wypuszczaæ z ust kilka chmurek dymu, które niespodziewanie szybko rozp³ywaj± siê w powietrzu.", ch, pObj, NULL, TO_ROOM ); act( "W skupieniu wypuszczasz z ust kilka chmurek dymu, te jednak rozp³ywaj± siê szybko w powietrzu zanim zd±zy³y siê uformowaæ w jaki¶ kszta³t.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust prost± liniê dymu, jednak nie udaje ci siê, a dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else if ( !str_prefix( arg2, "kula" ) || !str_prefix( arg2, "sphere" )) { if ( dice( 2, dex - 5 ) >= 7 && dice( 3, con - 2 ) > 15 ) { act( "$n wypuszcza z ust jedn±, niesamowicie okr±g³a, chmurê dymu w kszta³cie idealnej kuli!", ch, NULL, NULL, TO_ROOM ); act( "Wypuszczasz z ust du¿±, niesamowicie okr±g³±, chmurê dymu w kszta³cie idealnej kuli!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 5 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie kuli, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 4: act( "$n nagle zaczyna kaszlaæ dymem, a dym który ulatuje z jego ust tworzy dziwn± chmurkê.", ch, pObj, NULL, TO_ROOM ); act( "Niespodziewanie co¶ ci nie wychodzi, krztusisz siê i kaszlaj±c panicznie wypuszczasz z ust resztki dymu.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust kulê dymu, jednak nie udaje ci siê, a dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else if ( !str_prefix( arg2, "sieæ" ) || !str_prefix( arg2, "web" )) { if ( dice( 2, dex - 5 ) >= 15 && dice( 2, con - 8 ) > 6 ) { act( "$n wydycha kilkana¶cie cieniutkich, zwiewnych pasemek dymu, które niespodziewanie ³±cz± siê tworz±c delikatn±, prawie pajêcz±, sieæ w powietrzu!", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz kilkana¶cie cieniutkich, zwiewnych pasemek dymu, które niespodziewanie ³±cz± siê tworz±c delikatn±, prawie pajêcz±, sieæ w powietrzu!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 5 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie kuli, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 4: act( "$n wydycha szybk± seriê w±skich dymków, które wydaj± siê pe³zaæ w powietrzu jak niepos³usze robaczki, szybko rozp³ywaj±ce siê w powietrzu.", ch, pObj, NULL, TO_ROOM ); act( "Szybko wydychasz seriê w±skich dymków chc±c z nich uformowaæ pajêczynê, te jednak szybko rozp³ywaj± siê w powietrzu.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust seriê dymków, jednak nie udaje ci siê, a sam dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else if ( !str_prefix( arg2, "feniks" ) || !str_prefix( arg2, "phoenix" ) || !str_prefix( arg2, "fenix" ) ) { if ( dice( 2, dex - 10 ) >= 8 && dice( 2, con - 10 ) >= 8 && dice( 2, wis - 10 ) >= 5 ) { act( "$n wydycha serie ma³ych chmurek dymu, które na chwilê uk³adaj± siê w wizerunek feniksa, tylko po to, aby chwilê pó¼niej rozp³ynê³y siê, niczym proch.", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz serie ma³ych chmurek dymu, które na chwilê uk³adaj± siê w wizerunek feniksa, tylko po to, aby chwilê pó¼niej rozp³ynê³y siê, niczym proch.", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 7 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie linii, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 4: act( "$n w wielkim skupieniu wydycha kilkana¶cie dymków, które zaczynaj± uk³adaæ siê w powietrzu w co¶ przypominaj±cego hybrydê szczura z ludzkimi nogami... Czy to by³o zamierzone?", ch, pObj, NULL, TO_ROOM ); act( "W wielkim skupieniu wydychasz kilkana¶cie dymków, które niespodziewanie zamiast feniksa uk³adaj± siê w co¶ przypominaj±cego po³±czenie szczura z ludzkimi nogami! Okropne.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 5: act( "$n, z grymasem na twarzy, wypuszcza z ust kilkana¶cie dymków, które uk³adaj± siê w powietrzu w jaki¶ dziwny ptakopodobny twór, wygl±daj±cy dosyæ ohydnie.", ch, pObj, NULL, TO_ROOM ); act( "Czuj±c, ¿e co¶ pójdzie ¼le wypuszczasz z ust kilkana¶cie dymków, które uk³adaj± siê w powietrzu w jaki¶ bezkszta³tny, ptakopodobny twór.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 6: act( "$n, z wyrazem pewno¶ci siebie na twarzy, wydycha seriê ma³ych dymków, które nagle ³±cz± siê w powietrzu tworz±c pewien du¿y, oble¶ny kszta³t... Hmm, to ciekawe. K±tem oka widzisz, ¿e $n siê rumieni na widok swojego dzie³a.", ch, pObj, NULL, TO_ROOM ); act( "Wypuszczasz z ust kilkana¶cie ma³ych dymków, które nagle ³±cz± siê w powietrzu, tworz±c naprawdê du¿y, oble¶ny kszta³t. Chyba siê zaraz spalisz ze wstydu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust kilkana¶cie dymków, jednak nie udaje ci siê, a sam dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else if ( !str_prefix( arg2, "rogi" ) || !str_prefix( arg2, "horns" )) { if ( dice( 2, dex - 10 ) >= 9 && dice( 2, con - 6 ) >= 10 ) { act( "$n wydycha dwie grube smugi dymu, które uk³adaj± siê nad $m niczym para wielkich rogów!", ch, NULL, NULL, TO_ROOM ); act( "Wydychasz dwie grube smugi dymu, które uk³adaj± sie nad tob± niczym para wielkich rogów!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 4 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie linii, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust prost± liniê dymu, jednak nie udaje ci siê, a dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else if ( !str_prefix( arg2, "imiê" ) || !str_prefix( arg2, "name" )) { if ( dice( 2, dex - 10 ) >= 8 && dice( 2, con - 8 ) >= 9 && dice( 2, wis - 10 ) > 6 ) { act( "$n wypuszcza z ust kilkana¶cie ma³ych dymków, które niespodziewanie tworz± w powietrzu napis '$n'! Niesamowite!", ch, NULL, NULL, TO_ROOM ); act( "Wypuszczasz z ust kilkana¶cie ma³ych dymków, które niespodziewanie tworz± w powietrzu napis '$n'! ¦wietnie!", ch, NULL, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); return ; } else { switch ( number_range ( 1, 6 ) ) { case 1: act( "$n nagle robi dziwn± minê, po czym momentalnie dostaje ataku kaszlu.", ch, pObj, NULL, TO_ROOM ); act( "Próbujesz zrobiæ sztuczkê, jednak w ostatniej chwili dym zacz±³ gry¼æ ciê w gar³o i <&dosta³e¶/dosta³a¶/dosta³o¶> ataku kaszlu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 2: act( "Widzisz jak $n koncentruje siê przez chwilkê, aby po chwili wypu¶ciæ z ust niekszta³tn± chmurê dymu.", ch, pObj, NULL, TO_ROOM ); act( "Koncentrujesz siê przez chwilkê, chc±c wypu¶ciæ z ust chmurê dymu w kszta³cie linii, jednak nie udaje ci siê to.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 3: act( "$n nagle zielenieje na twarzy, a z jego nosa zaczynaj± wylatywaæ szare stru¿ki dymu.", ch, pObj, NULL, TO_ROOM ); act( "W ostatniej chwili przygotowañ do zrobienia sztuczki krztusisz siê i bezwiednie wypuszczasz dym nosem.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 4: act( "$n, z wyrazem pewno¶ci siebie na twarzy, wydycha seriê ma³ych dymków, które nagle ³±cz± siê w powietrzu tworz±c pewien du¿y, oble¶ny kszta³t... Hmm, to ciekawe. K±tem oka widzisz, ¿e $n siê rumieni na widok swojego dzie³a.", ch, pObj, NULL, TO_ROOM ); act( "Wypuszczasz z ust kilkana¶cie ma³ych dymków, które nagle ³±cz± siê w powietrzu, tworz±c naprawdê du¿y, oble¶ny kszta³t. Chyba siê zaraz spalisz ze wstydu!", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; case 5: print_char( ch, "Wydychasz w wielkim skupieniu kilkana¶cie szarych dymków, które niespodziewanie tworz± w powietrzu bezsensowny napis '%s'!", gen_random_str( 4, 8 ) ); sprintf( buf, "$n wydycha w wielkim skupieniu kilkana¶cie szarych dymków, które niespodziewanie tworz± w powietrzu bezsensowny napis '%s'!\n\r", gen_random_str( 4, 8 ) ); act( buf, ch, NULL, NULL, TO_ROOM ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; default: act( "$n próbuje zrobiæ jak±¶ sztuczkê z wypuszczeniem z ust dymu, jednak udaje mu siê jedynie uformowaæ dym w bezkszta³tn± chmurê.", ch, pObj, NULL, TO_ROOM ); act( "Starasz siê wypu¶ciæ z ust kilka dziwnych chmurek dymu, jednak nie udaje ci siê, a dym przybiera kszta³t nieforemnej chmury.", ch, pObj, NULL, TO_CHAR ); EXT_REMOVE_BIT( ch->act, PLR_SMOKED ); break; } } } else { send_to_char( "Huh?! Nie znasz takiej sztuczki!\n\r", ch ); return; } } // Nabijanie fajki if ( !str_prefix( arg1, "tamp" ) || !str_prefix( arg1, "nabij" )) { // Seria zabezpieczen... if ( pObj == NULL ) pObj = get_eq_char( ch, WEAR_HOLD ); if ( pObj == NULL ) { act( "Co chcesz nabiæ?", ch, pObj, NULL, TO_CHAR ); return ; } if ( pObj->item_type != ITEM_PIPE ) { send_to_char( "Mo¿esz nabijaæ jedynie fajki!\n\r", ch ); return ; } if ( ( qObj = get_obj_carry( ch, arg3, ch ) ) == NULL ) { act( "Czym chcesz nabiæ $h?", ch, pObj, NULL, TO_CHAR ); return ; } if ( qObj->item_type != ITEM_WEED ) { pipe_name = capitalize( pObj->name4 ); sprintf( pipe_name_2, "%s mo¿esz nabiæ jedynie jakim¶ rodzajem ziela.", pipe_name ); act( pipe_name_2, ch, pObj, NULL, TO_CHAR ); } else if ( pObj->value[ 0 ] == 1 ) { pipe_name = capitalize( pObj->short_descr ); sprintf( pipe_name_2, "%s jest zapalona, nie mo¿esz jej teraz nabijaæ!", pipe_name ); act( pipe_name_2, ch, pObj, NULL, TO_CHAR ); return ; } else if ( pObj->value[ 1 ] > 0 ) { pipe_name = capitalize( pObj->short_descr ); sprintf( pipe_name_2, "%s jest ju¿ czym¶ nabita. Przed ponownym nabiciem opró¿nij j±.", pipe_name ); act( pipe_name_2, ch, pObj, NULL, TO_CHAR ); return ; } else { // Nabijanie fajki, przepisywanie wartosci ziela do fajeczki. weed_amount = qObj->value [ 0 ]; weed_type = qObj->value [ 1 ]; pObj->value [ 1 ] = weed_amount; pObj->value [ 2 ] = weed_type; print_char( ch, "Nabijasz %s %s.\n\r", pObj->name4, qObj->name5 ); sprintf( buf, "$n nabija %s %s.\n\r", pObj->name4, qObj->name5 ); act( buf, ch, NULL, NULL, TO_ROOM ); extract_obj( qObj ); return ; } } // zapalanie if ( !str_prefix( arg1, "light" ) || !str_prefix( arg1, "zapal" )) { pObj = get_obj_carry( ch, arg2, ch ); if ( pObj == NULL ) pObj = get_eq_char( ch, WEAR_HOLD ); if ( pObj == NULL ) { act( "Co chcesz zapaliæ?", ch, pObj, NULL, TO_CHAR ); return ; } if ( pObj->item_type != ITEM_PIPE ) { send_to_char( "Mo¿esz zapalaæ jedynie fajki!\n\r", ch ); return ; } else if ( pObj->value[ 0 ] == 1 ) { pipe_name = capitalize( pObj->short_descr ); sprintf( pipe_name_2, "%s jest ju¿ zapalona.", pipe_name ); act( pipe_name_2, ch, pObj, NULL, TO_CHAR ); return ; } else if ( pObj->value[ 2 ] == 4 ) { act( "Zawarto¶æ $f jest mokra! Nie dasz rady tego zapaliæ.", ch, pObj, NULL, TO_CHAR ); act( "Lepiej wyczy¶æ $h i nape³nij j± czym¶ suchym, najlepiej zielem fajkowym.", ch, pObj, NULL, TO_CHAR ); return ; } else { pObj->value [ 0 ] = 1; act( "Zapalaj±c $h zaczynasz czuæ przyjemny, delikatny zapach palonego ziela.", ch, pObj, NULL, TO_CHAR ); act( "$n zapala $h. Czujesz jak w powietrzu zaczyna unosiæ siê lekki zapach palonego ziela.", ch, pObj, NULL, TO_ROOM ); return ; } } // gaszenie if ( !str_prefix( arg1, "extinguish" ) || !str_prefix( arg1, "zga¶" )) { /*if ( ( pObj = get_obj_carry( ch, arg2, ch ) ) == NULL ) { act( "Co chcesz zgasiæ?", ch, pObj, NULL, TO_CHAR ); return ; }*/ if ( pObj == NULL ) pObj = get_eq_char( ch, WEAR_HOLD ); if ( pObj == NULL ) { act( "Co chcesz zgasiæ?", ch, pObj, NULL, TO_CHAR ); return ; } if ( pObj->item_type != ITEM_PIPE ) { send_to_char( "Mo¿esz gasiæ jedynie fajki!\n\r", ch ); return ; } else if ( pObj->value[ 0 ] == 0 ) { pipe_name = capitalize( pObj->short_descr ); sprintf( pipe_name_2, "%s jest ju¿ zgaszona.", pipe_name ); act( pipe_name_2, ch, pObj, NULL, TO_CHAR ); return ; } else { pObj->value [ 0 ] = 0; act( "Gasz±c $h widzisz jak ostatnie iskierki ognia bledn± i znikaj±.", ch, pObj, NULL, TO_CHAR ); act( "$n gasi $h.", ch, pObj, NULL, TO_ROOM ); return ; } } // czyszczenie / opró¿nianie if ( !str_prefix( arg1, "clean" ) || !str_prefix( arg1, "wyczy¶æ" )) { /*if ( ( pObj = get_obj_carry( ch, arg2, ch ) ) == NULL ) { act( "Co chcesz wyczy¶ciæ?", ch, pObj, NULL, TO_CHAR ); return ; }*/ if ( pObj == NULL ) pObj = get_eq_char( ch, WEAR_HOLD ); if ( pObj == NULL ) { act( "Co chcesz wyczy¶ciæ?", ch, pObj, NULL, TO_CHAR ); return ; } if ( pObj->item_type != ITEM_PIPE ) { send_to_char( "Mo¿esz czy¶ciæ jedynie fajki!\n\r", ch ); return ; } else if ( pObj->value[ 0 ] == 1 ) { act( "Mo¿e lepiej najpierw zga¶ $h?", ch, pObj, NULL, TO_CHAR ); return ; } else if ( pObj->value[ 1 ] == 0 ) { act( "Ogl±dasz z dum± $h, po czym pucujesz j± dok³adnie rêkawem. Teraz jest naprawdê czysta!", ch, pObj, NULL, TO_CHAR ); act( "$n z dum± pucuje $h, u¶miechaj±c siê przy tym tajemniczo.", ch, pObj, NULL, TO_ROOM ); return ; } else { pObj->value [ 1 ] = 0; pObj->value [ 2 ] = 0; act( "Wysypujesz zawarto¶æ $f. Teraz jest pusta.", ch, pObj, NULL, TO_CHAR ); act( "$n wysypuje zawarto¶æ $f.", ch, pObj, NULL, TO_ROOM ); return ; } } send_to_char( "Huh?\n\r", ch ); return; }
void spell_nexus( int sn, int level, Character *ch, void *vo, int target) { Character *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room(ch,to_room) || !can_see_room(ch,from_room) || IS_SET(to_room->room_flags, ROOM_SAFE) || IS_SET(from_room->room_flags,ROOM_SAFE) || IS_SET(to_room->room_flags, ROOM_PRIVATE) || IS_SET(to_room->room_flags, ROOM_SOLITARY) || IS_SET(to_room->room_flags, ROOM_NO_RECALL) || IS_SET(from_room->room_flags,ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) ) || (IS_CLANNED(victim) && !is_same_clan(ch,victim))) { send_to_char( "You failed.\n\r", ch ); return; } stone = get_eq_char(ch,WEAR_HOLD); if (!IS_IMMORTAL(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char("You lack the proper component for this spell.\n\r",ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR); act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR); extract_obj(stone); } /* portal one */ portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room(portal,from_room); act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM); act("$p rises up before you.",ch,portal,NULL,TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0); portal->timer = 1 + level/10; portal->value[3] = from_room->vnum; obj_to_room(portal,to_room); if (to_room->people != NULL) { act("$p rises up from the ground.",to_room->people,portal,NULL,TO_ROOM); act("$p rises up from the ground.",to_room->people,portal,NULL,TO_CHAR); } }
void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon; hth = 0; if ((chance = get_skill(ch,gsn_disarm)) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && ((hth = get_skill(ch,gsn_brawl)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM)))) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } /* find weapon skills */ ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim)); /* skill */ if ( get_eq_char(ch,WEAR_WIELD) == NULL) chance = chance * hth/150; else chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; /* dex vs. strength */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_STR); /* and now the attack */ if (number_percent() < chance) { WAIT_STATE( ch, skill_table[gsn_disarm].beats ); disarm( ch, victim ); } else { WAIT_STATE(ch,skill_table[gsn_disarm].beats); act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR,1); act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT,0); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT,0); } return; }
/* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; OBJ_INDEX_DATA *ammo = NULL; int diceroll; int sn; int dam_type; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == P_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ wield = get_eq_char( ch, WEAR_WIELD ); if(wield != NULL && wield->value[0] == WEAPON_FIREARM) ammo = get_obj_index(wield->value[2]); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) { if(wield->value[0] == WEAPON_FIREARM) { if(ammo) dt += ammo->value[3]; } else dt += wield->value[3]; } else dt += ch->dam_type; } if (dt < TYPE_HIT) if (wield != NULL) { if(wield->value[0] == WEAPON_FIREARM) { if(ammo) dam_type = attack_table[ammo->value[3]].damage; else dam_type = attack_table[0].damage; } else dam_type = attack_table[wield->value[3]].damage; } else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if( wield == NULL || (wield->value[0] > 1) || (wield->value[0] == 0) ) { strike(ch, victim); } else if(wield->value[0] == 1) { shooting(ch, victim, NULL); } if(!IS_SET(victim->act2, ACT2_NOWARRANT)) add_warrant(ch, 20, FALSE); /* * Funky weapon s***e */ /* if (result && wield != NULL) { int dam; if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON)) { int level; AFFECT_DATA *poison = NULL; AFFECT_DATA af; level = 2; if (!saves_spell(1,victim,DAM_POISON)) { send_to_char("You feel poison coursing through your veins.", victim); act("$n is poisoned by the venom on $p.", victim,wield,NULL,TO_ROOM, 0); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } */ /* weaken the poison if it's temporary */ /* if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The poison on $p has worn off.", ch,wield,NULL,TO_CHAR,1); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1,2); act("$p draws life from $n.",victim,wield,NULL,TO_ROOM,0); act("You feel $p drawing your life away.", victim,wield,NULL,TO_CHAR,1); damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE,1,-1); ch->RBPG += dam/2; } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,2); act("$n is burned by $p.",victim,wield,NULL,TO_ROOM,0); act("$p sears your flesh.",victim,wield,NULL,TO_CHAR,1); fire_effect( (void *) victim,2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_FIRE,FALSE,1,-1); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST)) { dam = number_range(1, 2); act("$p freezes $n.",victim,wield,NULL,TO_ROOM,0); act("The cold touch of $p surrounds you with ice.", victim,wield,NULL,TO_CHAR,1); cold_effect(victim,2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_COLD,FALSE,0,-1); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,2); act("$n is struck by lightning from $p.", victim,wield,NULL,TO_ROOM,0); act("You are shocked by $p.",victim,wield,NULL,TO_CHAR,1); shock_effect(victim,2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE,1,-1); } } */ tail_chain( ); return; }
void do_unbind( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; bool checkbinders = FALSE; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; if( IS_NPC( ch ) ) { send_to_char( "You're a mob.\n\r", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Syntax: Unbind <victim>\n\r", ch ); return; } if( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( victim == ch ) { send_to_char( "You can not unbind yourself!\n\r", ch ); return; } if( IS_NPC( victim ) ) { send_to_char( "You can only unbind players.\n\r", ch ); return; } if( IS_SET( ch->pcdata->act2, ACT_BOUND ) ) { send_to_char( "Nice try. You're bound yourself!\n\r", ch ); return; } if( !IS_SET( victim->pcdata->act2, ACT_BOUND ) ) { send_to_char( "But they're not bound.\n\r", ch ); return; } obj = get_eq_char( victim, WEAR_BOTH_WRISTS ); if( obj ) unequip_char( victim, obj ); else { send_to_char( "Something went wrong. get an imm.\n\r", ch ); sprintf( buf, "%s unbinding %s: has no bothwrists object!", ch->name, victim->name ); bug( buf ); return; } for( obj = victim->last_carrying; obj; obj = obj->prev_content ) if( obj->item_type == ITEM_BINDERS ) { checkbinders = TRUE; break; } if( checkbinders == FALSE ) { bug( "Unbind: no binders in victims inventory." ); send_to_char( "Something went wrong. get an imm.\n\r", ch ); return; } separate_obj( obj ); obj_from_char( obj ); obj_to_char( obj, ch ); act( AT_WHITE, "You quickly unbind $N's wrists.", ch, NULL, victim, TO_CHAR ); act( AT_WHITE, "$n quickly unbinds your wrists.", ch, NULL, victim, TO_VICT ); act( AT_WHITE, "$n quickly unbinds $N's wrists.", ch, NULL, victim, TO_NOTVICT ); REMOVE_BIT( victim->pcdata->act2, ACT_BOUND ); }
void do_bind( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *tobj; int schance; CHAR_DATA *victim; bool checkbinders = FALSE; if( argument[0] == '\0' ) { send_to_char( "Syntax: Bind <victim>\n\r", ch ); return; } if( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if( victim == ch ) { send_to_char( "You can not bind yourself!\n\r", ch ); return; } if( IS_NPC( victim ) ) { send_to_char( "You can only bind players.\n\r", ch ); return; } if( IS_SET( victim->pcdata->act2, ACT_BOUND ) ) { send_to_char( "They've already been bound!\n\r", ch ); return; } for( obj = ch->last_carrying; obj; obj = obj->prev_content ) if( obj->item_type == ITEM_BINDERS ) { checkbinders = TRUE; break; } if( checkbinders == FALSE ) { send_to_char( "You don't have any binders to bind them with.\n\r", ch ); return; } if( victim->position != POS_STUNNED && victim->position != POS_SLEEPING ) { send_to_char( "They need to be stunned or asleep.\n\r", ch ); return; } schance = ( int )( ch->pcdata->learned[gsn_bind] ); if( number_percent( ) < schance ) { separate_obj( obj ); obj_from_char( obj ); obj_to_char( obj, victim ); act( AT_WHITE, "You quickly bind $N's wrists.", ch, NULL, victim, TO_CHAR ); act( AT_WHITE, "$n quickly binds your wrists.", ch, NULL, victim, TO_VICT ); act( AT_WHITE, "$n quickly binds $N's wrists.", ch, NULL, victim, TO_NOTVICT ); tobj = get_eq_char( ch, WEAR_BOTH_WRISTS ); if( tobj ) unequip_char( ch, tobj ); equip_char( victim, obj, WEAR_BOTH_WRISTS ); SET_BIT( victim->pcdata->act2, ACT_BOUND ); learn_from_success( ch, gsn_bind ); } else { send_to_char( "You peer at the binders, curious upon how to use them.\n\r", ch ); learn_from_failure( ch, gsn_bind ); } return; }
void do_swordtech(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim = 0; OBJ_DATA *obj; AFFECT_DATA af; long chance; if(!ch || IS_NPC(ch)) return; if(!IS_CLASS(ch, CLASS_HIGHLANDER)) { send_to_char("You are not one of the chosen.\n\r", ch); return; } if(!argument || argument[0] == '\0') { send_to_char("What type of swordtech manuever do you want to attempt?\n\r", ch); send_to_char("Types are: fury, disarm, berserk, stun, decapitate, concentrate\n\r", ch); return; } if((obj = get_eq_char(ch, WEAR_WIELD)) == 0 || obj->pIndexData->vnum != 29695) { send_to_char("You must be wielding your Katana to do a swordtech manuever.\n\r", ch); return; } if(is_affected(ch, gsn_swordtech)) { send_to_char("You are not ready for another swordtech manuever yet!\n\r", ch); return; } if(ch->move < 850) { send_to_char("You need 850 movement points to do a swordtech manuever!\n\r", ch); return; } ch->move -= 600; if(ch->pcdata->stats[UNI_GEN] == 1) chance = 55; else if(ch->pcdata->stats[UNI_GEN] == 2) chance = 35; else chance = 0; chance += 35; act("{G$n holds $p in front of $m and a spiral of silver energy swirls around $s body.{x", ch, obj, 0, TO_ROOM); act("{GYou holds $p in front of you and a spiral of silver energy swirls around your body.{x", ch, obj, 0, TO_CHAR); if(chance < number_percent()) { af.type = gsn_swordtech; af.duration = 3 + ch->pcdata->stats[UNI_GEN]; af.modifier = 0; af.location = 0; af.bitvector = 0; affect_to_char(ch, &af); act("{gYou fail the manuever and the energy leaves you.{x", ch, 0, 0, TO_CHAR); act("{g$n fails the manuever and the energy leaves $m.{x", ch, 0, 0, TO_ROOM); return; } if(!str_prefix(argument, "berserk") || !str_prefix(argument, "bezerk") || !str_prefix(argument, "beserk") || !str_prefix(argument, "berzerk")) { af.type = gsn_swordtech; af.duration = 5 + ((3 - ch->pcdata->stats[UNI_GEN]) * 2); af.modifier = 0; af.location = 0; af.bitvector = STECH_BERSERK; affect_to_char(ch, &af); act("You go berserk!", ch, 0, 0, TO_CHAR); act("$n goes berserk!", ch, 0, 0, TO_ROOM); return; } if(!str_prefix(argument, "concentrate")) { af.type = gsn_swordtech; af.duration = 5 + ((3 - ch->pcdata->stats[UNI_GEN]) * 2); af.modifier = 0; af.location = 0; af.bitvector = STECH_CONCENTRATE; affect_to_char(ch, &af); act("A deep calm overcomes you and you begin examining your opponent very carefully.", ch, 0, 0, TO_CHAR); act("$n appears to get very calm and more alertive.", ch, 0, 0, TO_ROOM); return; } if(!str_prefix(argument, "decapitate")) { if((victim = ch->fighting) == 0) { send_to_char("You have to be fighting to do this manuever.\n\r", ch); return; } if(IS_NPC(victim) || number_percent() < 50) { act("You bring your sword up for a masterful swing and......miss horribly.", ch, 0, victim, TO_CHAR); act("$n brings $s sword up for a masterful swing and......misses $N's head by a mile.", ch, 0, victim, TO_NOTVICT); act("$n brings $s sword up for a masterful swing and......misses your head by a mile.", ch, 0, victim, TO_VICT); act("You drop your weapons!", ch, 0, 0, TO_CHAR); act("$n drops $s weapons!", ch, 0, 0, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); if((obj = get_eq_char(ch, WEAR_HOLD)) != 0) { obj_from_char(obj); obj_to_room(obj, ch->in_room); } return; } act("You bring your sword up for a masterful swing and whack $N's head clean off!", ch, 0, victim, TO_CHAR); act("$n brings $s sword up for a masterful swing and whacks $N's head clean off!", ch, 0, victim, TO_NOTVICT); act("$n brings $s sword up for a masterful swing and......you are now missing a head?!", ch, 0, victim, TO_VICT); sprintf(buf, "{B%s swordtech decapitates %s! Ooooh that's gotta hurt!{X", ch->name, victim->name); do_info(ch, buf); behead(victim); return; } if(!str_prefix(argument, "stun")) { if((victim = ch->fighting) == 0) { send_to_char("You have to be fighting to do this manuever.\n\r", ch); return; } act("You knock the hell out of $N's head with the side of your sword!", ch, 0, victim, TO_CHAR); act("$n knocks the hell out of $N's head with the side of $s sword!", ch, 0, victim, TO_NOTVICT); act("$n knocks the hell out of your head with the side of $s sword!", ch, 0, victim, TO_VICT); WAIT_STATE(victim, number_range(24, 60)); return; } if(!str_prefix(argument, "fury")) { if((victim = ch->fighting) == 0) { send_to_char("You have to be fighting to do this manuever.\n\r", ch); return; } af.type = gsn_swordtech; af.duration = 3 + (ch->pcdata->stats[UNI_GEN] * 2); af.modifier = APPLY_STR; af.location = 0; af.bitvector = STECH_FURY; affect_to_char(ch, &af); act("You attack in a wild fury!", ch, 0, 0, TO_CHAR); act("$n attacks in a wild fury!", ch, 0, 0, TO_ROOM); multi_hit(ch, ch->fighting, TYPE_UNDEFINED); multi_hit(ch, ch->fighting, TYPE_UNDEFINED); multi_hit(ch, ch->fighting, TYPE_UNDEFINED); return; } if(!str_prefix(argument, "disarm")) { if((victim = ch->fighting) == 0 && !ch->in_room) { send_to_char("You have to be fighting to do this manuever.\n\r", ch); return; } if(IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r", ch); return; } if((obj = get_eq_char(victim, WEAR_WIELD)) == 0) { send_to_char("They aren't wielding a weapon!\n\r", ch); return; } obj_from_char(obj); obj_to_room(obj, ch->in_room); af.type = gsn_swordtech; af.duration = 5 + (ch->pcdata->stats[UNI_GEN] * 2); af.modifier = 0; af.location = 0; af.bitvector = STECH_DISARM; affect_to_char(ch, &af); act("$n disarms YOU!", ch, 0, victim, TO_VICT); act("$n disarms $N!", ch, 0, victim, TO_NOTVICT); act("You disarm $N!", ch, 0, victim, TO_CHAR); return; } send_to_char("Nothing happens.\n\r", ch); }
void do_hellblades( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int cost = 0; argument = one_argument( argument, arg1); if (!IS_CLASS(ch, CLASS_WIZARD)) { send_to_char("Huh?\n\r",ch); return; } if ( arg1[0] == '\0' ) { stc("#CUse #RHell#LBlades#C on who?\n\r",ch); return; } if ((victim = get_char_room(ch, arg1)) == NULL) { stc("#CThey aren't here.\n\r", ch); return; } if (victim == ch) { stc("#CYeah ok..... #sd#so#sr#sk#C....\n\r",ch); return; } if (!IS_CLASS(ch, CLASS_WIZARD)) { stc("#CHuh?\n\r",ch); return; } if (ch->pcdata->stats[WL_SPELLS] < 7) { stc("#RYou do not yet have mastery of this spell.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (ch->pcdata->powers[WL_SKILLS] < 4) cost = 20000; if (ch->pcdata->powers[WL_SKILLS] > 3) cost = 10000; if (ch->mana < 20000 && ch->pcdata->powers[WL_SKILLS] < 4) { stc("#CYou do not have the #c20000#C required mana.\r\n",ch); return; } else if (ch->mana < 10000 && ch->pcdata->powers[WL_SKILLS] > 3) { stc("#CYou do not have the #c10000#C required mana.\r\n",ch); return; } if (ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 100) < 10) { if (IS_LEG_L(victim,LOST_LEG)) { sprintf( buf, "#7%s#C has already lost their left leg.\n\r", victim->name); stc( buf, ch); return; } if (!IS_LEG_L(victim,LOST_LEG)) SET_BIT(victim->loc_hp[4],LOST_LEG); else { sprintf( buf, "#7%s#C has already lost theit left leg.\n\r", victim->name); stc( buf, ch); return; } if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L); if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); act("#CYour hellblades spin around you, cutting off #7$N's#C left leg!",ch,NULL,victim,TO_CHAR); act("#7$n's#C hellblades spin around them, cutting off #7$N's#C left leg!",ch,NULL,victim,TO_NOTVICT); act("#7$n's#C hellblades spin around them, cutting off your left leg!",ch,NULL,victim,TO_VICT); make_part(victim,"leg"); if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG)) { if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); if (IS_LEG_R(victim,LOST_LEG)) { sprintf( buf, "#7%s#C has already lost their right leg.\n\r", victim->name); stc( buf, ch); return; } if (!IS_LEG_R(victim,LOST_LEG)) SET_BIT(victim->loc_hp[5],LOST_LEG); else { sprintf( buf, "#7%s#C has already lost their right leg.\n\r", victim->name); stc( buf, ch); return; } if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R); if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); act("#CYour hellblades spin around you, cutting off #7$N's#C right leg!",ch,NULL,victim,TO_CHAR); act("#7$n's#C hellblades spin around them, cutting off #7$N's#C right leg!",ch,NULL,victim,TO_NOTVICT); act("#7$n's#C hellblades spin around him, cutting off your right leg!",ch,NULL,victim,TO_VICT); make_part(victim,"leg"); if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG)) { if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); } /* if (ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 75) < 5 && !IS_NPC(victim)) { behead( victim ); sprintf( buf, "#7%s#C is cut to pieces by #7%s's#C hellblades.\n\r", victim->name, ch->name); do_info( ch, buf); ch->pkill ++; victim->pdeath -= 1; ch->race ++; return; }*/ WAIT_STATE(ch, 17); victim->hit *= .95; ch->mana -= cost; return; }
void calc_move(CHAR_DATA *ch) { OBJ_DATA * tObj; int total = job_table[ch->jobid].move_base; int jtotal = job_table[ch->jobid].jump_base; double cache; double cache2; cache = (ch->HPP/16384); cache2 = (job_table[ch->jobid].classhpmult/100); if (cache2 < 1) cache2 = 1; if (cache < 1) cache = 1; ch->max_hit = (cache * cache2); cache = (ch->MPP/16384); cache2 = (job_table[ch->jobid].classmpmult/100); if (cache2 < 1) cache2 = 1; if (cache < 1) cache = 1; ch->max_mana = (cache * cache2); cache = (ch->SpP/16384); cache2 = (job_table[ch->jobid].classspmult/100); if (cache2 < 1) cache2 = 1; if (cache < 1) cache = 1; ch->speed = (cache * cache2); cache = (ch->PAP/16384); cache2 = (job_table[ch->jobid].classpamult/100); if (cache2 < 1) cache2 = 1; if (cache < 1) cache = 1; ch->PhysAttack = (cache * cache2); cache = (ch->MAP/16384); cache2 = (job_table[ch->jobid].classmamult/100); if (cache2 < 1) cache2 = 1; if (cache < 1) cache = 1; ch->MagAttack = (cache * cache2); if(IS_NPC(ch)) { total = 3; jtotal = 2; ch->speed = UMAX(number_range(ch->level/5,30),5); } if(ch->move_num == skill_lookup("move+1")) total += 1; else if(ch->move_num == skill_lookup("move+2")) total += 2; else if(ch->move_num == skill_lookup("move+3")) total += 3; if(ch->move_num == skill_lookup("jump+1")) jtotal += 1; else if(ch->move_num == skill_lookup("jump+2")) jtotal += 2; else if(ch->move_num == skill_lookup("jump+3")) jtotal += 3; tObj = get_eq_char (ch, WEAR_RIGHT); if(tObj != NULL) { if(tObj->pIndexData->tMod == TMOD_MOVE) total += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_JUMP) jtotal += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_SPEED) ch->speed += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_HIT) ch->max_hit += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_MANA) ch->max_mana += tObj->pIndexData->tAmount; } tObj = get_eq_char (ch, WEAR_LEFT); if(tObj != NULL) { if(tObj->pIndexData->tMod == TMOD_MOVE) total += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_JUMP) jtotal += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_SPEED) ch->speed += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_HIT) ch->max_hit += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_MANA) ch->max_mana += tObj->pIndexData->tAmount; } tObj = get_eq_char (ch, WEAR_BODY); if(tObj != NULL) { ch->max_hit+= tObj->value[0]; ch->max_mana+= tObj->value[1]; ch->PhysAttack += tObj->value[2]; ch->MagAttack += tObj->value[3]; ch->speed += tObj->value[4]; } tObj = get_eq_char (ch, WEAR_ACCESSORY); if(tObj != NULL) { if(tObj->pIndexData->tMod == TMOD_MOVE) total += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_JUMP) jtotal += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_SPEED) ch->speed += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_HIT) ch->max_hit += tObj->pIndexData->tAmount; if(tObj->pIndexData->tMod == TMOD_MANA) ch->max_mana += tObj->pIndexData->tAmount; } ch->base_move = total; ch->jump = jtotal; }
/* * Update all chars, including mobs. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for ( ch = char_list; ch != NULL; ch = ch_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; if ( ch->timer > 30 ) ch_quit = ch; if ( ch->position >= POS_STUNNED ) { /* check to see if we need to go home */ if (IS_NPC(ch) && ch->zone != NULL && ch->zone != ch->in_room->area && ch->desc == NULL && ch->fighting == NULL && !IS_AFFECTED(ch,AFF_CHARM) && number_percent() < 5) { act("$n wanders on home.",ch,NULL,NULL,TO_ROOM); extract_char(ch,TRUE); continue; } if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); else ch->hit = ch->max_hit; if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); else ch->mana = ch->max_mana; if ( ch->move < ch->max_move ) ch->move += move_gain(ch); else ch->move = ch->max_move; } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) { if ( --obj->value[2] == 0 && ch->in_room != NULL ) { --ch->in_room->light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p flickers and goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } else if ( obj->value[2] <= 5 && ch->in_room != NULL) act("$p flickers.",ch,obj,NULL,TO_CHAR); } if (IS_IMMORTAL(ch)) ch->timer = 0; if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); if (ch->level > 1) save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2 ); gain_condition( ch, COND_THIRST, -1 ); gain_condition( ch, COND_HUNGER, ch->size > SIZE_MEDIUM ? -2 : -1); } for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off ) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); } } affect_remove( ch, paf ); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if (is_affected(ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->in_room == NULL) continue; act("$n writhes in agony as plague sores erupt from $s skin.", ch,NULL,NULL,TO_ROOM); send_to_char("You writhe in agony from the plague.\n\r",ch); for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); continue; } if (af->level == 1) continue; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level - 2,vch,DAM_DISEASE) && !IS_IMMORTAL(vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } dam = UMIN(ch->level,af->level/5+1); ch->mana -= dam; ch->move -= dam; damage( ch, ch, dam, gsn_plague,DAM_DISEASE,FALSE); } else if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL && !IS_AFFECTED(ch,AFF_SLOW)) { AFFECT_DATA *poison; poison = affect_find(ch->affected,gsn_poison); if (poison != NULL) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage(ch,ch,poison->level/10 + 1,gsn_poison, DAM_POISON,FALSE); } } else if ( ch->position == POS_INCAP && number_range(0,1) == 0) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } } /* * Autosave and autoquit. * Check that these chars still exist. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number) { save_char_obj(ch); } if (ch == ch_quit) { do_function(ch, &do_quit, "" ); } } return; }
/* * Control the fights going on. * Blow stuff up. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj_next; /* Explosives */ for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; int door, depth, radius, dam; ROOM_INDEX_DATA *blast_room; EXIT_DATA *pExit; obj_next = obj->next; if(obj->item_type != ITEM_BOMB || !obj->value[1]) continue; if(--obj->value[0] > 0) continue; fake_out(); message = "$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; }