/* ************************************************************************ * File: fight.c Part of CircleMUD * * Usage: Combat system * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "handler.h" #include "interpreter.h" #include "db.h" #include "spells.h" #include "screen.h" #include "constants.h" /* Structures */ struct char_data *combat_list = NULL; /* head of l-list of fighting chars */ struct char_data *next_combat_list = NULL; /* External structures */ extern struct message_list fight_messages[MAX_MESSAGES]; extern int pk_allowed; /* see config.c */ extern int max_exp_gain; /* see config.c */ extern int max_exp_loss; /* see config.c */ extern int max_npc_corpse_time, max_pc_corpse_time; /* External procedures */ char *fread_action(FILE *fl, int nr); ACMD(do_flee); ACMD(do_get); ACMD(do_drain); int backstab_mult(int level); int thaco(int ch_class, int level); int ok_damage_shopkeeper(struct char_data *ch, struct char_data *victim); /* local functions */ void perform_group_gain(struct char_data *ch, int base, struct char_data *victim); void dam_message(int dam, struct char_data *ch, struct char_data *victim, int w_type); void appear(struct char_data *ch); void load_messages(void); void free_messages(void); void free_messages_type(struct msg_type *msg); void check_killer(struct char_data *ch, struct char_data *vict); void make_corpse(struct char_data *ch); void change_alignment(struct char_data *ch, struct char_data *victim); void death_cry(struct char_data *ch); void raw_kill(struct char_data *ch); void die(struct char_data *ch); void group_gain(struct char_data *ch, struct char_data *victim); void solo_gain(struct char_data *ch, struct char_data *victim); char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural); void perform_violence(void); int compute_armor_class(struct char_data *ch); int compute_thaco(struct char_data *ch, struct char_data *vict); /* Weapon attack texts */ struct attack_hit_type attack_hit_text[] = { {"hit", "hits"}, /* 0 */ {"sting", "stings"}, {"whip", "whips"}, {"slash", "slashes"}, {"bite", "bites"}, {"bludgeon", "bludgeons"}, /* 5 */ {"crush", "crushes"}, {"pound", "pounds"}, {"claw", "claws"}, {"maul", "mauls"}, {"thrash", "thrashes"}, /* 10 */ {"pierce", "pierces"}, {"blast", "blasts"}, {"punch", "punches"}, {"stab", "stabs"} }; #define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING)) /* The Fight related routines */ void appear(struct char_data *ch) { if (affected_by_spell(ch, SPELL_INVISIBLE)) affect_from_char(ch, SPELL_INVISIBLE); REMOVE_BIT(AFF_FLAGS(ch), AFF_INVISIBLE | AFF_HIDE); if (GET_LEVEL(ch) < LVL_IMMORT) act("$n slowly fades into existence.", FALSE, ch, 0, 0, TO_ROOM); else act("You feel a strange presence as $n appears, seemingly from nowhere.", FALSE, ch, 0, 0, TO_ROOM); } int compute_armor_class(struct char_data *ch) { int armorclass = GET_AC(ch); if (AWAKE(ch)) armorclass += dex_app[GET_DEX(ch)].defensive * 10; return (MAX(-100, armorclass)); /* -100 is lowest */ } void free_messages_type(struct msg_type *msg) { if (msg->attacker_msg) free(msg->attacker_msg); if (msg->victim_msg) free(msg->victim_msg); if (msg->room_msg) free(msg->room_msg); } void free_messages(void) { int i; for (i = 0; i < MAX_MESSAGES; i++) while (fight_messages[i].msg) { struct message_type *former = fight_messages[i].msg; free_messages_type(&former->die_msg); free_messages_type(&former->miss_msg); free_messages_type(&former->hit_msg); free_messages_type(&former->god_msg); fight_messages[i].msg = fight_messages[i].msg->next; free(former); } } void load_messages(void) { FILE *fl; int i, type; struct message_type *messages; char chk[128]; if (!(fl = fopen(MESS_FILE, "r"))) { log("SYSERR: Error reading combat message file %s: %s", MESS_FILE, strerror(errno)); exit(1); } for (i = 0; i < MAX_MESSAGES; i++) { fight_messages[i].a_type = 0; fight_messages[i].number_of_attacks = 0; fight_messages[i].msg = NULL; } fgets(chk, 128, fl); while (!feof(fl) && (*chk == '\n' || *chk == '*')) fgets(chk, 128, fl); while (*chk == 'M') { fgets(chk, 128, fl); sscanf(chk, " %d\n", &type); for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type != type) && (fight_messages[i].a_type); i++); if (i >= MAX_MESSAGES) { log("SYSERR: Too many combat messages. Increase MAX_MESSAGES and recompile."); exit(1); } CREATE(messages, struct message_type, 1); fight_messages[i].number_of_attacks++; fight_messages[i].a_type = type; messages->next = fight_messages[i].msg; fight_messages[i].msg = messages; messages->die_msg.attacker_msg = fread_action(fl, i); messages->die_msg.victim_msg = fread_action(fl, i); messages->die_msg.room_msg = fread_action(fl, i); messages->miss_msg.attacker_msg = fread_action(fl, i); messages->miss_msg.victim_msg = fread_action(fl, i); messages->miss_msg.room_msg = fread_action(fl, i); messages->hit_msg.attacker_msg = fread_action(fl, i); messages->hit_msg.victim_msg = fread_action(fl, i); messages->hit_msg.room_msg = fread_action(fl, i); messages->god_msg.attacker_msg = fread_action(fl, i); messages->god_msg.victim_msg = fread_action(fl, i); messages->god_msg.room_msg = fread_action(fl, i); fgets(chk, 128, fl); while (!feof(fl) && (*chk == '\n' || *chk == '*')) fgets(chk, 128, fl); } fclose(fl); } void update_pos(struct char_data *victim) { if ((GET_HIT(victim) > 0) && (GET_POS(victim) > POS_STUNNED)) return; else if (GET_HIT(victim) > 0) GET_POS(victim) = POS_STANDING; else if (GET_HIT(victim) <= -11) GET_POS(victim) = POS_DEAD; else if (GET_HIT(victim) <= -6) GET_POS(victim) = POS_MORTALLYW; else if (GET_HIT(victim) <= -3) GET_POS(victim) = POS_INCAP; else GET_POS(victim) = POS_STUNNED; } void check_killer(struct char_data *ch, struct char_data *vict) { if (PLR_FLAGGED(vict, PLR_KILLER) || PLR_FLAGGED(vict, PLR_THIEF)) return; if (PLR_FLAGGED(ch, PLR_KILLER) || IS_NPC(ch) || IS_NPC(vict) || ch == vict) return; SET_BIT(PLR_FLAGS(ch), PLR_KILLER); send_to_char(ch, "If you want to be a PLAYER KILLER, so be it...\r\n"); mudlog(BRF, LVL_IMMORT, TRUE, "PC Killer bit set on %s for initiating attack on %s at %s.", GET_NAME(ch), GET_NAME(vict), world[IN_ROOM(vict)].name); } /* start one char fighting another (yes, it is horrible, I know... ) */ void set_fighting(struct char_data *ch, struct char_data *vict) { if (ch == vict) return; if (FIGHTING(ch)) { core_dump(); return; } ch->next_fighting = combat_list; combat_list = ch; if (AFF_FLAGGED(ch, AFF_SLEEP)) affect_from_char(ch, SPELL_SLEEP); FIGHTING(ch) = vict; GET_POS(ch) = POS_FIGHTING; if (!pk_allowed) check_killer(ch, vict); } /* remove a char from the list of fighting chars */ void stop_fighting(struct char_data *ch) { struct char_data *temp; if (ch == next_combat_list) next_combat_list = ch->next_fighting; REMOVE_FROM_LIST(ch, combat_list, next_fighting); ch->next_fighting = NULL; FIGHTING(ch) = NULL; GET_POS(ch) = POS_STANDING; update_pos(ch); } void make_corpse(struct char_data *ch) { char buf2[MAX_NAME_LENGTH + 64]; struct obj_data *corpse, *o; struct obj_data *money; int i; corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = strdup("corpse"); snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", GET_NAME(ch)); corpse->description = strdup(buf2); snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch)); corpse->short_description = strdup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = max_npc_corpse_time; else GET_OBJ_TIMER(corpse) = max_pc_corpse_time; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) obj_to_obj(unequip_char(ch, i), corpse); /* transfer gold */ if (GET_GOLD(ch) > 0) { /* * following 'if' clause added to fix gold duplication loophole * The above line apparently refers to the old "partially log in, * kill the game character, then finish login sequence" duping * bug. The duplication has been fixed (knock on wood) but the * test below shall live on, for a while. -gg 3/3/2002 */ if (IS_NPC(ch) || ch->desc) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); } /* When ch kills victim */ void change_alignment(struct char_data *ch, struct char_data *victim) { /* * new alignment change algorithm: if you kill a monster with alignment A, * you move 1/16th of the way to having alignment -A. Simple and fast. */ GET_ALIGNMENT(ch) += (-GET_ALIGNMENT(victim) - GET_ALIGNMENT(ch)) / 16; } void death_cry(struct char_data *ch) { int door; act("Your blood freezes as you hear $n's death cry.", FALSE, ch, 0, 0, TO_ROOM); for (door = 0; door < NUM_OF_DIRS; door++) if (CAN_GO(ch, door)) send_to_room(world[IN_ROOM(ch)].dir_option[door]->to_room, "Your blood freezes as you hear someone's death cry.\r\n"); } void raw_kill(struct char_data *ch) { if (FIGHTING(ch)) stop_fighting(ch); while (ch->affected) affect_remove(ch, ch->affected); death_cry(ch); if (IS_NPC(ch)) { make_corpse(ch); extract_char(ch); } else { send_to_char(ch, "You feel yourself being pulled into a bright light...\r\n"); char_from_room(ch); char_to_room(ch, real_room(rand_number(PASSAGE_MIN, PASSAGE_MAX))); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_MOVE(ch) = GET_MAX_MOVE(ch); update_pos(ch); look_at_room(ch, 0); if (!PLR_FLAGGED(ch, PLR_DEAD)) { /* TODO: Do something here, like temporarily remove the player's gold... GET_TEMP_GOLD(ch) = GET_GOLD(ch); GET_GOLD(ch) = 0; */ /* TODO: Set the DEAD flag on the player. Later it has to be removed somehow! SET_BIT(PLR_FLAGS(ch), PLR_DEAD); */ } } } void die(struct char_data *ch) { gain_exp(ch, -(GET_EXP(ch) / 2)); if (!IS_NPC(ch)) REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER | PLR_THIEF); raw_kill(ch); } void perform_group_gain(struct char_data *ch, int base, struct char_data *victim) { int share; share = MIN(max_exp_gain, MAX(1, base)); if (share > 1) send_to_char(ch, "You receive your share of experience -- %d points.\r\n", share); else send_to_char(ch, "You receive your share of experience -- one measly little point!\r\n"); gain_exp(ch, share); change_alignment(ch, victim); } void group_gain(struct char_data *ch, struct char_data *victim) { int tot_members, base, tot_gain; struct char_data *k; struct follow_type *f; if (!(k = ch->master)) k = ch; if (AFF_FLAGGED(k, AFF_GROUP) && (IN_ROOM(k) == IN_ROOM(ch))) tot_members = 1; else tot_members = 0; for (f = k->followers; f; f = f->next) if (AFF_FLAGGED(f->follower, AFF_GROUP) && IN_ROOM(f->follower) == IN_ROOM(ch)) tot_members++; /* round up to the next highest tot_members */ tot_gain = (GET_EXP(victim) / 3) + tot_members - 1; /* prevent illegal xp creation when killing players */ if (!IS_NPC(victim)) tot_gain = MIN(max_exp_loss * 2 / 3, tot_gain); if (tot_members >= 1) base = MAX(1, tot_gain / tot_members); else base = 0; if (AFF_FLAGGED(k, AFF_GROUP) && IN_ROOM(k) == IN_ROOM(ch)) perform_group_gain(k, base, victim); for (f = k->followers; f; f = f->next) if (AFF_FLAGGED(f->follower, AFF_GROUP) && IN_ROOM(f->follower) == IN_ROOM(ch)) perform_group_gain(f->follower, base, victim); } void solo_gain(struct char_data *ch, struct char_data *victim) { int exp; exp = MIN(max_exp_gain, GET_EXP(victim) / 3); /* Calculate level-difference bonus */ if (IS_NPC(ch)) exp += MAX(0, (exp * MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch)))) / 8); else exp += MAX(0, (exp * MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch)))) / 8); exp = MAX(exp, 1); if (exp > 1) send_to_char(ch, "You receive %d experience points.\r\n", exp); else send_to_char(ch, "You receive one lousy experience point.\r\n"); gain_exp(ch, exp); change_alignment(ch, victim); } char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural) { static char buf[256]; char *cp = buf; for (; *str; str++) { if (*str == '#') { switch (*(++str)) { case 'W': for (; *weapon_plural; *(cp++) = *(weapon_plural++)); break; case 'w': for (; *weapon_singular; *(cp++) = *(weapon_singular++)); break; default: *(cp++) = '#'; break; } } else *(cp++) = *str; *cp = 0; } /* For */ return (buf); } /* message for doing damage with a weapon */ void dam_message(int dam, struct char_data *ch, struct char_data *victim, int w_type) { char *buf; int msgnum; static struct dam_weapon_type { const char *to_room; const char *to_char; const char *to_victim; } dam_weapons[] = { /* use #w for singular (i.e. "slash") and #W for plural (i.e. "slashes") */ { "$n tries to #w $N, but misses.", /* 0: 0 */ "You try to #w $N, but miss.", "$n tries to #w you, but misses." }, { "$n tickles $N as $e #W $M.", /* 1: 1..2 */ "You tickle $N as you #w $M.", "$n tickles you as $e #W you." }, { "$n barely #W $N.", /* 2: 3..4 */ "You barely #w $N.", "$n barely #W you." }, { "$n #W $N.", /* 3: 5..6 */ "You #w $N.", "$n #W you." }, { "$n #W $N hard.", /* 4: 7..10 */ "You #w $N hard.", "$n #W you hard." }, { "$n #W $N very hard.", /* 5: 11..14 */ "You #w $N very hard.", "$n #W you very hard." }, { "$n #W $N extremely hard.", /* 6: 15..19 */ "You #w $N extremely hard.", "$n #W you extremely hard." }, { "$n massacres $N to small fragments with $s #w.", /* 7: 19..23 */ "You massacre $N to small fragments with your #w.", "$n massacres you to small fragments with $s #w." }, { "$n OBLITERATES $N with $s deadly #w!!", /* 8: > 23 */ "You OBLITERATE $N with your deadly #w!!", "$n OBLITERATES you with $s deadly #w!!" } }; w_type -= TYPE_HIT; /* Change to base of table with text */ if (dam == 0) msgnum = 0; else if (dam <= 2) msgnum = 1; else if (dam <= 4) msgnum = 2; else if (dam <= 6) msgnum = 3; else if (dam <= 10) msgnum = 4; else if (dam <= 14) msgnum = 5; else if (dam <= 19) msgnum = 6; else if (dam <= 23) msgnum = 7; else msgnum = 8; /* damage message to onlookers */ buf = replace_string(dam_weapons[msgnum].to_room, attack_hit_text[w_type].singular, attack_hit_text[w_type].plural); act(buf, FALSE, ch, NULL, victim, TO_NOTVICT); /* damage message to damager */ send_to_char(ch, CCYEL(ch, C_CMP)); buf = replace_string(dam_weapons[msgnum].to_char, attack_hit_text[w_type].singular, attack_hit_text[w_type].plural); act(buf, FALSE, ch, NULL, victim, TO_CHAR); send_to_char(ch, CCNRM(ch, C_CMP)); /* damage message to damagee */ send_to_char(victim, CCRED(victim, C_CMP)); buf = replace_string(dam_weapons[msgnum].to_victim, attack_hit_text[w_type].singular, attack_hit_text[w_type].plural); act(buf, FALSE, ch, NULL, victim, TO_VICT | TO_SLEEP); send_to_char(victim, CCNRM(victim, C_CMP)); } /* * message for doing damage with a spell or skill * C3.0: Also used for weapon damage on miss and death blows */ int skill_message(int dam, struct char_data *ch, struct char_data *vict, int attacktype) { int i, j, nr; struct message_type *msg; struct obj_data *weap = GET_EQ(ch, WEAR_WIELD); for (i = 0; i < MAX_MESSAGES; i++) { if (fight_messages[i].a_type == attacktype) { nr = dice(1, fight_messages[i].number_of_attacks); for (j = 1, msg = fight_messages[i].msg; (j < nr) && msg; j++) msg = msg->next; if (!IS_NPC(vict) && (GET_LEVEL(vict) >= LVL_IMMORT)) { act(msg->god_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR); act(msg->god_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT); act(msg->god_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT); } else if (dam != 0) { /* * Don't send redundant color codes for TYPE_SUFFERING & other types * of damage without attacker_msg. */ if (GET_POS(vict) == POS_DEAD) { if (msg->die_msg.attacker_msg) { send_to_char(ch, CCYEL(ch, C_CMP)); act(msg->die_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR); send_to_char(ch, CCNRM(ch, C_CMP)); } send_to_char(vict, CCRED(vict, C_CMP)); act(msg->die_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP); send_to_char(vict, CCNRM(vict, C_CMP)); act(msg->die_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT); } else { if (msg->hit_msg.attacker_msg) { send_to_char(ch, CCYEL(ch, C_CMP)); act(msg->hit_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR); send_to_char(ch, CCNRM(ch, C_CMP)); } send_to_char(vict, CCRED(vict, C_CMP)); act(msg->hit_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP); send_to_char(vict, CCNRM(vict, C_CMP)); act(msg->hit_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT); } } else if (ch != vict) { /* Dam == 0 */ if (msg->miss_msg.attacker_msg) { send_to_char(ch, CCYEL(ch, C_CMP)); act(msg->miss_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR); send_to_char(ch, CCNRM(ch, C_CMP)); } send_to_char(vict, CCRED(vict, C_CMP)); act(msg->miss_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT | TO_SLEEP); send_to_char(vict, CCNRM(vict, C_CMP)); act(msg->miss_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT); } return (1); } } return (0); } /* * Alert: As of bpl14, this function returns the following codes: * < 0 Victim died. * = 0 No damage. * > 0 How much damage done. */ int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { if (GET_POS(victim) <= POS_DEAD) { /* This is "normal"-ish now with delayed extraction. -gg 3/15/2001 */ if (PLR_FLAGGED(victim, PLR_NOTDEADYET) || MOB_FLAGGED(victim, MOB_NOTDEADYET)) return (-1); log("SYSERR: Attempt to damage corpse '%s' in room #%d by '%s'.", GET_NAME(victim), GET_ROOM_VNUM(IN_ROOM(victim)), GET_NAME(ch)); die(victim); return (-1); /* -je, 7/7/92 */ } /* peaceful rooms */ if (ch != victim && ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); return (0); } /* shopkeeper protection */ if (!ok_damage_shopkeeper(ch, victim)) return (0); /* You can't damage an immortal! */ if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT)) dam = 0; if (victim != ch) { /* Start the attacker fighting the victim */ if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL)) set_fighting(ch, victim); /* Start the victim fighting the attacker */ if (GET_POS(victim) > POS_STUNNED && (FIGHTING(victim) == NULL)) { set_fighting(victim, ch); if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch)) remember(victim, ch); } } /* If you attack a pet, it hates your guts */ if (victim->master == ch) stop_follower(victim); /* If the attacker is invisible, he becomes visible */ if (AFF_FLAGGED(ch, AFF_INVISIBLE | AFF_HIDE)) appear(ch); /* Cut damage in half if victim has sanct, to a minimum 1 */ if (AFF_FLAGGED(victim, AFF_SANCTUARY) && dam >= 2) dam /= 2; /* Check for PK if this is not a PK MUD */ if (!pk_allowed) { check_killer(ch, victim); if (PLR_FLAGGED(ch, PLR_KILLER) && (ch != victim)) dam = 0; } /* Set the maximum damage per round and subtract the hit points */ dam = MAX(MIN(dam, 100), 0); GET_HIT(victim) -= dam; /* Gain exp for the hit */ if (ch != victim) gain_exp(ch, GET_LEVEL(victim) * dam); update_pos(victim); /* * skill_message sends a message from the messages file in lib/misc. * dam_message just sends a generic "You hit $n extremely hard.". * skill_message is preferable to dam_message because it is more * descriptive. * * If we are _not_ attacking with a weapon (i.e. a spell), always use * skill_message. If we are attacking with a weapon: If this is a miss or a * death blow, send a skill_message if one exists; if not, default to a * dam_message. Otherwise, always send a dam_message. */ if (!IS_WEAPON(attacktype)) skill_message(dam, ch, victim, attacktype); else { if (GET_POS(victim) == POS_DEAD || dam == 0) { if (!skill_message(dam, ch, victim, attacktype)) dam_message(dam, ch, victim, attacktype); } else { dam_message(dam, ch, victim, attacktype); } } /* Use send_to_char -- act() doesn't send message if you are DEAD. */ switch (GET_POS(victim)) { case POS_MORTALLYW: act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM); send_to_char(victim, "You are mortally wounded, and will die soon, if not aided.\r\n"); break; case POS_INCAP: act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM); send_to_char(victim, "You are incapacitated an will slowly die, if not aided.\r\n"); break; case POS_STUNNED: act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, TO_ROOM); send_to_char(victim, "You're stunned, but will probably regain consciousness again.\r\n"); break; case POS_DEAD: act("$n is dead! R.I.P.", FALSE, victim, 0, 0, TO_ROOM); send_to_char(victim, "You are dead! Sorry...\r\n"); break; default: /* >= POSITION SLEEPING */ if (dam > (GET_MAX_HIT(victim) / 4)) send_to_char(victim, "That really did HURT!\r\n"); if (GET_HIT(victim) < (GET_MAX_HIT(victim) / 4)) { send_to_char(victim, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n", CCRED(victim, C_SPR), CCNRM(victim, C_SPR)); if (ch != victim && MOB_FLAGGED(victim, MOB_WIMPY)) do_flee(victim, NULL, 0, 0); } if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) && GET_HIT(victim) < GET_WIMP_LEV(victim) && GET_HIT(victim) > 0) { send_to_char(victim, "You wimp out, and attempt to flee!\r\n"); do_flee(victim, NULL, 0, 0); } break; } /* Help out poor linkless people who are attacked */ if (!IS_NPC(victim) && !(victim->desc) && GET_POS(victim) > POS_STUNNED) { do_flee(victim, NULL, 0, 0); if (!FIGHTING(victim)) { act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM); GET_WAS_IN(victim) = IN_ROOM(victim); char_from_room(victim); char_to_room(victim, 0); } } /* stop someone from fighting if they're stunned or worse */ if (GET_POS(victim) <= POS_STUNNED && FIGHTING(victim) != NULL) stop_fighting(victim); /* Uh oh. Victim died. */ if (GET_POS(victim) == POS_DEAD) { if ( (ch != victim) && ( IS_NPC(victim) || victim->desc ) ) { if (AFF_FLAGGED(ch, AFF_GROUP)) group_gain(ch, victim); else solo_gain(ch, victim); } if (!IS_NPC(victim)) { mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name); if (MOB_FLAGGED(ch, MOB_MEMORY)) forget(ch, victim); } die(victim); /* If AUTOLOOT is enabled, loot everything from corpse */ if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOLOOT)) do_get(ch, "all corpse", 0, 0); /* IF AUTODRAIN is enabled, drain corpse */ if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTODRAIN)) do_drain(ch, "corpse", 0, 0); return (-1); } return (dam); } /* * Calculate the THAC0 of the attacker. * * 'victim' currently isn't used but you could use it for special cases like * weapons that hit evil creatures easier or a weapon that always misses * attacking an animal. */ int compute_thaco(struct char_data *ch, struct char_data *victim) { int calc_thaco; if (!IS_NPC(ch)) calc_thaco = thaco(GET_CLASS(ch), GET_LEVEL(ch)); else /* THAC0 for monsters is set in the HitRoll */ calc_thaco = 20; calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit; calc_thaco -= GET_HITROLL(ch); calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5); /* Intelligence helps! */ calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5); /* So does wisdom */ return calc_thaco; } void hit(struct char_data *ch, struct char_data *victim, int type) { struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD); int w_type, victim_ac, calc_thaco, dam, diceroll; /* Do some sanity checking, in case someone flees, etc. */ if (IN_ROOM(ch) != IN_ROOM(victim)) { if (FIGHTING(ch) && FIGHTING(ch) == victim) stop_fighting(ch); return; } /* Find the weapon type (for display purposes only) */ if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT; else { if (IS_NPC(ch) && ch->mob_specials.attack_type != 0) w_type = ch->mob_specials.attack_type + TYPE_HIT; else w_type = TYPE_HIT; } /* Calculate chance of hit. Lower THAC0 is better for attacker. */ calc_thaco = compute_thaco(ch, victim); /* Calculate the raw armor including magic armor. Lower AC is better for defender. */ victim_ac = compute_armor_class(victim) / 10; /* roll the die and take your chances... */ diceroll = rand_number(1, 20); /* * Decide whether this is a hit or a miss. * * Victim asleep = hit, otherwise: * 1 = Automatic miss. * 2..19 = Checked vs. AC. * 20 = Automatic hit. */ if (diceroll == 20 || !AWAKE(victim)) dam = TRUE; else if (diceroll == 1) dam = FALSE; else dam = (calc_thaco - diceroll <= victim_ac); if (!dam) /* the attacker missed the victim */ damage(ch, victim, 0, type == SKILL_BACKSTAB ? SKILL_BACKSTAB : w_type); else { /* okay, we know the guy has been hit. now calculate damage. */ /* Start with the damage bonuses: the damroll and strength apply */ dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam; dam += GET_DAMROLL(ch); /* Maybe holding arrow? */ if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) { /* Add weapon-based damage if a weapon is being wielded */ dam += dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2)); } else { /* If no weapon, add bare hand damage instead */ if (IS_NPC(ch)) dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); else dam += rand_number(0, 2); /* Max 2 bare hand damage for players */ } /* * Include a damage multiplier if victim isn't ready to fight: * * Position sitting 1.33 x normal * Position resting 1.66 x normal * Position sleeping 2.00 x normal * Position stunned 2.33 x normal * Position incap 2.66 x normal * Position mortally 3.00 x normal * * Note, this is a hack because it depends on the particular * values of the POSITION_XXX constants. */ if (GET_POS(victim) < POS_FIGHTING) dam *= 1 + (POS_FIGHTING - GET_POS(victim)) / 3; /* at least 1 hp damage min per hit */ dam = MAX(1, dam); if (type == SKILL_BACKSTAB) damage(ch, victim, dam * backstab_mult(GET_LEVEL(ch)), SKILL_BACKSTAB); else damage(ch, victim, dam, w_type); } } /* control the fights going on. Called every 2 seconds from comm.c. */ void perform_violence(void) { struct char_data *ch; for (ch = combat_list; ch; ch = next_combat_list) { next_combat_list = ch->next_fighting; if (FIGHTING(ch) == NULL || IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) { stop_fighting(ch); continue; } if (IS_NPC(ch)) { if (GET_MOB_WAIT(ch) > 0) { GET_MOB_WAIT(ch) -= PULSE_VIOLENCE; continue; } GET_MOB_WAIT(ch) = 0; if (GET_POS(ch) < POS_FIGHTING) { GET_POS(ch) = POS_FIGHTING; act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM); } } if (GET_POS(ch) < POS_FIGHTING) { send_to_char(ch, "You can't fight while sitting!!\r\n"); continue; } hit(ch, FIGHTING(ch), TYPE_UNDEFINED); if (MOB_FLAGGED(ch, MOB_SPEC) && GET_MOB_SPEC(ch) && !MOB_FLAGGED(ch, MOB_NOTDEADYET)) { char actbuf[MAX_INPUT_LENGTH] = ""; (GET_MOB_SPEC(ch)) (ch, ch, 0, actbuf); } } }