/* * 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; }
void poison_effect(void *vo,int level, int dam, int target) { if (target == TARGET_ROOM) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; poison_effect(obj,level,dam,TARGET_OBJ); } return; } if (target == TARGET_CHAR) /* do the effect on a victim */ { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj, *obj_next; /* chance of poisoning */ if (!saves_spell(level / 4 + dam / 20,victim,DAM_POISON)) { AFFECT_DATA af; send_to_char("You feel poison coursing through your veins.\n\r", victim); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* equipment */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; poison_effect(obj,level,dam,TARGET_OBJ); } return; } if (target == TARGET_OBJ) /* do some poisoning */ { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance = level / 4 + dam / 10; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_BLESS) || number_range(0,4) == 0) return; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) / 2 + 50; chance -= obj->level * 2; switch (obj->item_type) { default: return; case ITEM_FOOD: break; case ITEM_DRINK_CON: if (obj->value[0] == obj->value[1]) return; break; } chance = URANGE(5,chance,95); if (number_percent() > chance) return; obj->value[3] = 1; return; } }
void poison_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) /* nail objects on the floor */ { ROOM_INDEX_DATA * room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj, *obj_next; for ( obj = room->contents; obj != NULL; obj = obj_next ) { OBJ_NEXT_CONTENT( obj, obj_next ); if ( IS_OBJ_STAT( obj, ITEM_NOPURGE ) ) continue; poison_effect( obj, level, dam, TARGET_OBJ ); } return ; } if ( target == TARGET_CHAR ) /* do the effect on a victim */ { CHAR_DATA * victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj, *obj_next; if ( !victim->in_room ) return ; if ( is_affected(victim, gsn_mirrorfall) ) { affect_strip(victim, gsn_mirrorfall); return; } /* chance of poisoning */ /* if (!saves_spell_new(victim, SAVE_DEATH, 0)) { AFFECT_DATA af; send_to_char("Czujesz jak trucizna rozprzestrzenia siê w twoich zylach.\n\r",victim); act("$n wyglada bardzo niezdrowo.",victim,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = 4; af.duration = dice(poison_table[4].duration[0],poison_table[4].duration[1]) + poison_table[4].duration[2]; af.rt_duration = 0; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = &AFF_POISON; affect_join( victim, &af ); }*/ /* equipment */ if ( is_affected(victim, gsn_mirrorfall) ) { affect_strip(victim, gsn_mirrorfall); return; } for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { OBJ_NEXT_CONTENT( obj, obj_next ); poison_effect( obj, level, dam, TARGET_OBJ ); } return ; } if ( target == TARGET_OBJ ) /* do some poisoning */ { OBJ_DATA * obj = ( OBJ_DATA * ) vo; int chance; if ( IS_OBJ_STAT( obj, ITEM_BLESS )) return ; /* Tener: dodanie szansy na unikniêcie w zale¿no¶ci od poziomu czaru [20080512] */ //2008-11-20, Brohacz: wylaczam. Spelle powyzej 25 levela nie psuja przeciez przez to gratow! /*if ( URANGE( 1, number_range( 1, 30 - level ), 10 ) < 5 ) return;*/ chance = level + dam / 7; switch ( obj->item_type ) { default: return ; case ITEM_FOOD: break; case ITEM_DRINK_CON: if ( obj->value[ 0 ] == obj->value[ 1 ] ) return ; break; } if ( number_percent() > chance ) return ; obj->value[ 3 ] = 1; return ; } }