tbamud/src/fight.c
Thomas Arp bdaca46e79
Added a new trigger type for mobs, called "Damage", that triggers every (#151)
time the mob is harmed, through any means.

Valid return values: 
-1: prevents damage from occurring. Will also prevent a fight from
starting.
0: forces a miss.
>0 : the damage the mob will endure.

Available variables:
%actor%: the one doing the damage
%victim%: typically the same as %self% - the one being attacked
%damage%: the damage inflicted. Always a non-negative number.
%attacktype%: The attack type. Will be UNDEFINED when hitting with a
weapon.
2025-07-02 22:22:17 +02:00

968 lines
30 KiB
C

/**************************************************************************
* File: fight.c Part of tbaMUD *
* Usage: Combat system. *
* *
* All rights reserved. See license 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"
#include "dg_scripts.h"
#include "act.h"
#include "class.h"
#include "fight.h"
#include "shop.h"
#include "quest.h"
/* locally defined global variables, used externally */
/* head of l-list of fighting chars */
struct char_data *combat_list = NULL;
/* 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"}
};
/* local (file scope only) variables */
static struct char_data *next_combat_list = NULL;
/* local file scope utility functions */
static void perform_group_gain(struct char_data *ch, int base, struct char_data *victim);
static void dam_message(int dam, struct char_data *ch, struct char_data *victim, int w_type);
static void make_corpse(struct char_data *ch);
static void change_alignment(struct char_data *ch, struct char_data *victim);
static void group_gain(struct char_data *ch, struct char_data *victim);
static void solo_gain(struct char_data *ch, struct char_data *victim);
/** @todo refactor this function name */
static char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural);
static int compute_thaco(struct char_data *ch, struct char_data *vict);
#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_AR(AFF_FLAGS(ch), AFF_INVISIBLE);
REMOVE_BIT_AR(AFF_FLAGS(ch), 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 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_AR(PLR_FLAGS(ch), PLR_KILLER);
send_to_char(ch, "If you want to be a PLAYER KILLER, so be it...\r\n");
mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(vict))),
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 (!CONFIG_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);
}
static void make_corpse(struct char_data *ch)
{
char buf2[MAX_NAME_LENGTH + 64];
struct obj_data *corpse, *o;
struct obj_data *money;
int i, x, y;
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;
for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) {
if (x < EF_ARRAY_MAX)
GET_OBJ_EXTRA_AR(corpse, x) = 0;
if (y < TW_ARRAY_MAX)
corpse->obj_flags.wear_flags[y] = 0;
}
SET_BIT_AR(GET_OBJ_WEAR(corpse), ITEM_WEAR_TAKE);
SET_BIT_AR(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) = CONFIG_MAX_NPC_CORPSE_TIME;
else
GET_OBJ_TIMER(corpse) = CONFIG_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)) {
remove_otrigger(GET_EQ(ch, i), ch);
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 */
static 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 < DIR_COUNT; 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, struct char_data * killer)
{
struct char_data *i;
if (FIGHTING(ch))
stop_fighting(ch);
while (ch->affected)
affect_remove(ch, ch->affected);
/* To make ordinary commands work in scripts. welcor*/
GET_POS(ch) = POS_STANDING;
if (killer) {
if (death_mtrigger(ch, killer))
death_cry(ch);
} else
death_cry(ch);
if (killer) {
if (killer->group) {
while ((i = (struct char_data *) simple_list(killer->group->members)) != NULL)
if(IN_ROOM(i) == IN_ROOM(ch) || (world[IN_ROOM(i)].zone == world[IN_ROOM(ch)].zone))
autoquest_trigger_check(i, ch, NULL, AQ_MOB_KILL);
} else
autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL);
}
/* Alert Group if Applicable */
if (GROUP(ch))
send_to_group(ch, GROUP(ch), "%s has died.\r\n", GET_NAME(ch));
update_pos(ch);
make_corpse(ch);
extract_char(ch);
if (killer) {
autoquest_trigger_check(killer, NULL, NULL, AQ_MOB_SAVE);
autoquest_trigger_check(killer, NULL, NULL, AQ_ROOM_CLEAR);
}
}
void die(struct char_data * ch, struct char_data * killer)
{
gain_exp(ch, -(GET_EXP(ch) / 2));
if (!IS_NPC(ch)) {
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_KILLER);
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_THIEF);
}
raw_kill(ch, killer);
}
static void perform_group_gain(struct char_data *ch, int base,
struct char_data *victim)
{
int share, hap_share;
share = MIN(CONFIG_MAX_EXP_GAIN, MAX(1, base));
if ((IS_HAPPYHOUR) && (IS_HAPPYEXP))
{
/* This only reports the correct amount - the calc is done in gain_exp */
hap_share = share + (int)((float)share * ((float)HAPPY_EXP / (float)(100)));
share = MIN(CONFIG_MAX_EXP_GAIN, MAX(1, hap_share));
}
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);
}
static void group_gain(struct char_data *ch, struct char_data *victim)
{
int tot_members = 0, base, tot_gain;
struct char_data *k;
while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL)
if (IN_ROOM(ch) == IN_ROOM(k))
tot_members++;
/* round up to the nearest 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(CONFIG_MAX_EXP_LOSS * 2 / 3, tot_gain);
if (tot_members >= 1)
base = MAX(1, tot_gain / tot_members);
else
base = 0;
while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL)
if (IN_ROOM(k) == IN_ROOM(ch))
perform_group_gain(k, base, victim);
}
static void solo_gain(struct char_data *ch, struct char_data *victim)
{
int exp, happy_exp;
exp = MIN(CONFIG_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 (IS_HAPPYHOUR && IS_HAPPYEXP) {
happy_exp = exp + (int)((float)exp * ((float)HAPPY_EXP / (float)(100)));
exp = MAX(happy_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);
}
static 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 */
static 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 */
if (GET_LEVEL(ch) >= LVL_IMMORT)
send_to_char(ch, "(%d) ", dam);
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 */
if (GET_LEVEL(victim) >= LVL_IMMORT)
send_to_char(victim, "\tR(%d)", dam);
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. 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);
/* @todo restructure the messages library to a pointer based system as
* opposed to the current cyclic location system. */
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_IMPL)) {
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);
}
/* 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)
{
long local_gold = 0, happy_gold = 0;
char local_buf[256];
struct char_data *tmp_char;
struct obj_data *corpse_obj;
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, ch);
return (-1); /* -je, 7/7/92 */
}
/* peaceful rooms */
if (ch->nr != real_mobile(DG_CASTER_PROXY) &&
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 and MOB_NOKILL protection */
if (!ok_damage_shopkeeper(ch, victim) || MOB_FLAGGED(victim, MOB_NOKILL)) {
send_to_char(ch, "This mob is protected.\r\n");
return (0);
}
/* You can't damage an immortal! */
if (!IS_NPC(victim) && ((GET_LEVEL(victim) >= LVL_IMMORT) && PRF_FLAGGED(victim, PRF_NOHASSLE)))
dam = 0;
dam = damage_mtrigger(ch, victim, dam, attacktype);
if (dam == -1) {
return (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_FLAGGED(ch, 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 (!CONFIG_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("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char(victim, "You are incapacitated and will slowly die, if not aided.\r\n");
break;
case POS_STUNNED:
act("$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 (GROUP(ch))
group_gain(ch, victim);
else
solo_gain(ch, victim);
}
if (!IS_NPC(victim)) {
mudlog(BRF, MAX(LVL_IMMORT, MAX(GET_INVIS_LEV(ch), GET_INVIS_LEV(victim))),
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);
}
/* Cant determine GET_GOLD on corpse, so do now and store */
if (IS_NPC(victim)) {
if ((IS_HAPPYHOUR) && (IS_HAPPYGOLD))
{
happy_gold = (long)(GET_GOLD(victim) * (((float)(HAPPY_GOLD))/(float)100));
happy_gold = MAX(0, happy_gold);
increase_gold(victim, happy_gold);
}
local_gold = GET_GOLD(victim);
sprintf(local_buf,"%ld", (long)local_gold);
}
die(victim, ch);
if (GROUP(ch) && (local_gold > 0) && PRF_FLAGGED(ch, PRF_AUTOSPLIT) ) {
generic_find("corpse", FIND_OBJ_ROOM, ch, &tmp_char, &corpse_obj);
if (corpse_obj) {
do_get(ch, "all.coin corpse", 0, 0);
do_split(ch, local_buf, 0, 0);
}
/* need to remove the gold from the corpse */
} else if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOGOLD)) {
do_get(ch, "all.coin corpse", 0, 0);
}
if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOLOOT)) {
do_get(ch, "all corpse", 0, 0);
}
if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOSAC)) {
do_sac(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. */
static 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;
/* Check that the attacker and victim exist */
if (!ch || !victim) return;
/* check if the character has a fight trigger */
fight_mtrigger(ch);
/* 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);
/* report for debugging if necessary */
if (CONFIG_DEBUG_MODE >= NRM)
send_to_char(ch, "\t1Debug:\r\n \t2Thaco: \t3%d\r\n \t2AC: \t3%d\r\n \t2Diceroll: \t3%d\tn\r\n",
calc_thaco, victim_ac, diceroll);
/* 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);
}
/* check if the victim has a hitprcnt trigger */
hitprcnt_mtrigger(victim);
}
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
struct char_data *ch, *tch;
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;
}
if (GROUP(ch) && GROUP(ch)->members && GROUP(ch)->members->iSize) {
struct iterator_data Iterator;
tch = (struct char_data *) merge_iterator(&Iterator, GROUP(ch)->members);
for (; tch ; tch = next_in_list(&Iterator)) {
if (tch == ch)
continue;
if (!IS_NPC(tch) && !PRF_FLAGGED(tch, PRF_AUTOASSIST))
continue;
if (IN_ROOM(ch) != IN_ROOM(tch))
continue;
if (FIGHTING(tch))
continue;
if (GET_POS(tch) != POS_STANDING)
continue;
if (!CAN_SEE(tch, ch))
continue;
do_assist(tch, GET_NAME(ch), 0, 0);
}
}
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);
}
}
}