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fight.c
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C/C++ Source or Header
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1991-03-01
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22KB
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800 lines
/* ************************************************************************
* File: fight.c , Combat module. Part of DIKUMUD *
* Usage: Combat system and messages. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "handler.h"
#include "interpreter.h"
#include "db.h"
#include "spells.h"
/* Structures */
struct char_data *combat_list = 0; /* head of l-list of fighting chars */
struct char_data *combat_next_dude = 0; /* Next dude global trick */
/* External structures */
extern struct room_data *world;
extern struct message_list fight_messages[MAX_MESSAGES];
extern struct obj_data *object_list;
/* External procedures */
char *fread_string(FILE *f1);
void stop_follower(struct char_data *ch);
void do_flee(struct char_data *ch, char *argument, int cmd);
void hit(struct char_data *ch, struct char_data *victim, int type);
/* Weapon attack texts */
struct attack_hit_type attack_hit_text[] =
{
{"hit", "hits"}, /* TYPE_HIT */
{"pound", "pounds"}, /* TYPE_BLUDGEON */
{"pierce", "pierces"}, /* TYPE_PIERCE */
{"slash", "slashes"}, /* TYPE_SLASH */
{"whip", "whips"}, /* TYPE_WHIP */
{"claw", "claws"}, /* TYPE_CLAW */
{"bite", "bites"}, /* TYPE_BITE */
{"sting", "stings"}, /* TYPE_STING */
{"crush", "crushes"} /* TYPE_CRUSH */
};
/* The Fight related routines */
void appear(struct char_data *ch)
{
act("$n slowly fade into existence.", FALSE, ch,0,0,TO_ROOM);
if (affected_by_spell(ch, SPELL_INVISIBLE))
affect_from_char(ch, SPELL_INVISIBLE);
REMOVE_BIT(ch->specials.affected_by, AFF_INVISIBLE);
}
void load_messages(void)
{
FILE *f1;
int i,type;
struct message_type *messages;
char chk[100];
if (!(f1 = fopen(MESS_FILE, "r"))){
perror("read messages");
exit(0);
}
for (i = 0; i < MAX_MESSAGES; i++)
{
fight_messages[i].a_type = 0;
fight_messages[i].number_of_attacks=0;
fight_messages[i].msg = 0;
}
fscanf(f1, " %s \n", chk);
while(*chk == 'M')
{
fscanf(f1," %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("Too many combat messages.");
exit(0);
}
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_string(f1);
messages->die_msg.victim_msg = fread_string(f1);
messages->die_msg.room_msg = fread_string(f1);
messages->miss_msg.attacker_msg = fread_string(f1);
messages->miss_msg.victim_msg = fread_string(f1);
messages->miss_msg.room_msg = fread_string(f1);
messages->hit_msg.attacker_msg = fread_string(f1);
messages->hit_msg.victim_msg = fread_string(f1);
messages->hit_msg.room_msg = fread_string(f1);
messages->god_msg.attacker_msg = fread_string(f1);
messages->god_msg.victim_msg = fread_string(f1);
messages->god_msg.room_msg = fread_string(f1);
fscanf(f1, " %s \n", chk);
}
fclose(f1);
}
void update_pos( struct char_data *victim )
{
if ((GET_HIT(victim) > 0) && (GET_POS(victim) > POSITION_STUNNED)) return;
else if (GET_HIT(victim) > 0 ) GET_POS(victim) = POSITION_STANDING;
else if (GET_HIT(victim) <= -11) GET_POS(victim) = POSITION_DEAD;
else if (GET_HIT(victim) <= -6) GET_POS(victim) = POSITION_MORTALLYW;
else if (GET_HIT(victim) <= -3) GET_POS(victim) = POSITION_INCAP;
else GET_POS(victim) = POSITION_STUNNED;
}
/* start one char fighting another (yes, it is horrible, I know... ) */
void set_fighting(struct char_data *ch, struct char_data *vict)
{
assert(!ch->specials.fighting);
ch->next_fighting = combat_list;
combat_list = ch;
if(IS_AFFECTED(ch,AFF_SLEEP))
affect_from_char(ch,SPELL_SLEEP);
ch->specials.fighting = vict;
GET_POS(ch) = POSITION_FIGHTING;
}
/* remove a char from the list of fighting chars */
void stop_fighting(struct char_data *ch)
{
struct char_data *tmp;
assert(ch->specials.fighting);
if (ch == combat_next_dude)
combat_next_dude = ch->next_fighting;
if (combat_list == ch)
combat_list = ch->next_fighting;
else
{
for (tmp = combat_list; tmp && (tmp->next_fighting != ch);
tmp = tmp->next_fighting);
if (!tmp) {
log("Char fighting not found Error (fight.c, stop_fighting)");
abort();
}
tmp->next_fighting = ch->next_fighting;
}
ch->next_fighting = 0;
ch->specials.fighting = 0;
GET_POS(ch) = POSITION_STANDING;
update_pos(ch);
}
#define MAX_NPC_CORPSE_TIME 5
#define MAX_PC_CORPSE_TIME 10
void make_corpse(struct char_data *ch)
{
struct obj_data *corpse, *o;
struct obj_data *money;
char buf[MAX_STRING_LENGTH];
int i;
char *strdup(char *source);
struct obj_data *create_money( int amount );
CREATE(corpse, struct obj_data, 1);
clear_object(corpse);
corpse->item_number = NOWHERE;
corpse->in_room = NOWHERE;
corpse->name = strdup("corpse");
sprintf(buf, "Corpse of %s is lying here.",
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
corpse->description = strdup(buf);
sprintf(buf, "Corpse of %s",
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
corpse->short_description = strdup(buf);
corpse->contains = ch->carrying;
if(GET_GOLD(ch)>0)
{
money = create_money(GET_GOLD(ch));
GET_GOLD(ch)=0;
obj_to_obj(money,corpse);
}
corpse->obj_flags.type_flag = ITEM_CONTAINER;
corpse->obj_flags.wear_flags = ITEM_TAKE;
corpse->obj_flags.value[0] = 0; /* You can't store stuff in a corpse */
corpse->obj_flags.value[3] = 1; /* corpse identifyer */
corpse->obj_flags.weight = GET_WEIGHT(ch)+IS_CARRYING_W(ch);
corpse->obj_flags.cost_per_day = 100000;
if (IS_NPC(ch))
corpse->obj_flags.timer = MAX_NPC_CORPSE_TIME;
else
corpse->obj_flags.timer = MAX_PC_CORPSE_TIME;
for (i=0; i<MAX_WEAR; i++)
if (ch->equipment[i])
obj_to_obj(unequip_char(ch, i), corpse);
ch->carrying = 0;
IS_CARRYING_N(ch) = 0;
IS_CARRYING_W(ch) = 0;
corpse->next = object_list;
object_list = corpse;
for(o = corpse->contains; o; o->in_obj = corpse, o = o->next_content);
object_list_new_owner(corpse, 0);
obj_to_room(corpse, ch->in_room);
}
/* When ch kills victim */
void change_alignment(struct char_data *ch, struct char_data *victim)
{
int align;
if ((align = GET_ALIGNMENT(ch)-GET_ALIGNMENT(victim)) > 0) {
if (align > 650)
GET_ALIGNMENT(ch) = MIN(1000,GET_ALIGNMENT(ch) + ((align-650) >> 3));
else
GET_ALIGNMENT(ch) >>= 1;
} else {
if (align < -650)
GET_ALIGNMENT(ch) = MAX(-1000, GET_ALIGNMENT(ch) + ((align+650) >> 3));
else
GET_ALIGNMENT(ch) >>= 1;
}
}
void death_cry(struct char_data *ch)
{
struct char_data *victim;
int door, was_in;
act("Your blood freezes as you hear $ns death cry.", FALSE, ch,0,0,TO_ROOM);
was_in = ch->in_room;
for (door = 0; door <= 5; door++) {
if (CAN_GO(ch, door)) {
ch->in_room = world[was_in].dir_option[door]->to_room;
act("Your blood freezes as you hear someones death cry.",FALSE,ch,0,0,TO_ROOM);
ch->in_room = was_in;
}
}
}
void raw_kill(struct char_data *ch)
{
if (ch->specials.fighting)
stop_fighting(ch);
death_cry(ch);
make_corpse(ch);
extract_char(ch);
}
void die(struct char_data *ch)
{
gain_exp(ch, -(GET_EXP(ch)/2));
raw_kill(ch);
}
void group_gain(struct char_data *ch, struct char_data *victim)
{
char buf[256];
int no_members, share;
struct char_data *k;
struct follow_type *f;
if (!(k=ch->master))
k = ch;
if (IS_AFFECTED(k, AFF_GROUP) &&
(k->in_room == ch->in_room))
no_members = 1;
else
no_members = 0;
for (f=k->followers; f; f=f->next)
if (IS_AFFECTED(f->follower, AFF_GROUP) &&
(f->follower->in_room == ch->in_room))
no_members++;
if (no_members >= 1)
share = MIN(450000/no_members, (GET_EXP(victim)/3)/no_members);
else
share = 0;
if (IS_AFFECTED(k, AFF_GROUP) &&
(k->in_room == ch->in_room)) {
act("You receive your share of experience.", FALSE, k, 0, 0, TO_CHAR);
gain_exp(k, share);
change_alignment(k, victim);
}
for (f=k->followers; f; f=f->next) {
if (IS_AFFECTED(f->follower, AFF_GROUP) &&
(f->follower->in_room == ch->in_room)) {
act("You receive your share of experience.", FALSE, f->follower,0,0,TO_CHAR);
gain_exp(f->follower, share);
change_alignment(f->follower, victim);
}
}
}
char *replace_string(char *str, char *weapon)
{
static char buf[256];
char *cp;
cp = buf;
for (; *str; str++) {
if (*str == '#') {
switch(*(++str)) {
case 'W' :
for (; *weapon; *(cp++) = *(weapon++));
break;
default :
*(cp++) = '#';
break;
}
} else {
*(cp++) = *str;
}
*cp = 0;
} /* For */
return(buf);
}
void dam_message(int dam, struct char_data *ch, struct char_data *victim,
int w_type)
{
struct obj_data *wield;
char *buf;
static struct dam_weapon_type {
char *to_room;
char *to_char;
char *to_victim;
} dam_weapons[] = {
{"$n misses $N with $s #W.", /* 0 */
"You miss $N with your #W.",
"$n miss you with $s #W." },
{"$n tickles $N with $s #W.", /* 1.. 2 */
"You tickle $N as you #W $M.",
"$n tickle you as $e #W you." },
{"$n barely #W $N.", /* 3.. 4 */
"You barely #W $N.",
"$n barely #W you."},
{"$n #W $N.", /* 5.. 6 */
"You #W $N.",
"$n #W you."},
{"$n #W $N hard.", /* 7..10 */
"You #W $N hard.",
"$n #W you hard."},
{"$n #W $N very hard.", /* 11..14 */
"You #W $N very hard.",
"$n #W you very hard."},
{"$n #W $N extremely hard.", /* 15..20 */
"You #W $N extremely hard.",
"$n #W you extremely hard."},
{"$n massacre $N to small fragments with $s #W.", /* > 20 */
"You massacre $N to small fragments with your #W.",
"$n massacre you to small fragments with $s #W."}
};
w_type -= TYPE_HIT; /* Change to base of table with text */
wield = ch->equipment[WIELD];
if (dam == 0) {
buf = replace_string(dam_weapons[0].to_room, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[0].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[0].to_victim, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 2) {
buf = replace_string(dam_weapons[1].to_room, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[1].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[1].to_victim, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 4) {
buf = replace_string(dam_weapons[2].to_room, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[2].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[2].to_victim, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 6) {
buf = replace_string(dam_weapons[3].to_room, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[3].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[3].to_victim, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 10) {
buf = replace_string(dam_weapons[4].to_room, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[4].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[4].to_victim, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 15) {
buf = replace_string(dam_weapons[5].to_room, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[5].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[5].to_victim, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else if (dam <= 20) {
buf = replace_string(dam_weapons[6].to_room, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[6].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[6].to_victim, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_VICT);
} else {
buf = replace_string(dam_weapons[7].to_room, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_NOTVICT);
buf = replace_string(dam_weapons[7].to_char, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_CHAR);
buf = replace_string(dam_weapons[7].to_victim, attack_hit_text[w_type].singular);
act(buf, FALSE, ch, wield, victim, TO_VICT);
}
}
void damage(struct char_data *ch, struct char_data *victim,
int dam, int attacktype)
{
char buf[MAX_STRING_LENGTH];
struct message_type *messages;
int i,j,nr,max_hit,exp;
int hit_limit(struct char_data *ch);
assert(GET_POS(victim) > POSITION_DEAD);
if ((GET_LEVEL(victim)>20) && !IS_NPC(victim)) /* You can't damage an immortal! */
dam=0;
if (victim != ch) {
if (GET_POS(victim) > POSITION_STUNNED) {
if (!(victim->specials.fighting))
set_fighting(victim, ch);
GET_POS(victim) = POSITION_FIGHTING;
}
if (GET_POS(ch) > POSITION_STUNNED) {
if (!(ch->specials.fighting))
set_fighting(ch, victim);
if (IS_NPC(ch) && IS_NPC(victim) &&
victim->master &&
!number(0,10) && IS_AFFECTED(victim, AFF_CHARM) &&
(victim->master->in_room == ch->in_room)) {
if (ch->specials.fighting)
stop_fighting(ch);
hit(ch, victim->master, TYPE_UNDEFINED);
return;
}
}
}
if (victim->master == ch)
stop_follower(victim);
if (IS_AFFECTED(ch, AFF_INVISIBLE))
appear(ch);
if (IS_AFFECTED(victim, AFF_SANCTUARY))
dam = MIN(dam, 18); /* Max 18 damage when sanctuary */
dam=MIN(dam,100);
dam=MAX(dam,0);
GET_HIT(victim)-=dam;
if (ch != victim)
gain_exp(ch,GET_LEVEL(victim)*dam);
update_pos(victim);
if ((attacktype >= TYPE_HIT) && (attacktype <= TYPE_SLASH)) {
if (!ch->equipment[WIELD]) {
dam_message(dam, ch, victim, TYPE_HIT);
} else {
dam_message(dam, ch, victim, attacktype);
}
} else {
for(i = 0; i < MAX_MESSAGES; i++) {
if (fight_messages[i].a_type == attacktype) {
nr=dice(1,fight_messages[i].number_of_attacks);
for(j=1,messages=fight_messages[i].msg;(j<nr)&&(messages);j++)
messages=messages->next;
if (!IS_NPC(victim) && (GET_LEVEL(victim) > 20)) {
act(messages->god_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(messages->god_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT);
act(messages->god_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT);
} else if (dam != 0) {
if (GET_POS(victim) == POSITION_DEAD) {
act(messages->die_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(messages->die_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT);
act(messages->die_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT);
} else {
act(messages->hit_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(messages->hit_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT);
act(messages->hit_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT);
}
} else { /* Dam == 0 */
act(messages->miss_msg.attacker_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(messages->miss_msg.victim_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_VICT);
act(messages->miss_msg.room_msg, FALSE, ch, ch->equipment[WIELD], victim, TO_NOTVICT);
}
}
}
}
switch (GET_POS(victim)) {
case POSITION_MORTALLYW:
act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
act("You are mortally wounded, and will die soon, if not aided.", FALSE, victim, 0, 0, TO_CHAR);
break;
case POSITION_INCAP:
act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
act("You are incapacitated an will slowly die, if not aided.", FALSE, victim, 0, 0, TO_CHAR);
break;
case POSITION_STUNNED:
act("$n is stunned, but will probably regain conscience again.", TRUE, victim, 0, 0, TO_ROOM);
act("You're stunned, but will probably regain conscience again.", FALSE, victim, 0, 0, TO_CHAR);
break;
case POSITION_DEAD:
act("$n is dead! R.I.P.", TRUE, victim, 0, 0, TO_ROOM);
act("You are dead! Sorry...", FALSE, victim, 0, 0, TO_CHAR);
break;
default: /* >= POSITION SLEEPING */
max_hit=hit_limit(victim);
if (dam > (max_hit/5))
act("That Really did HURT!",FALSE, victim, 0, 0, TO_CHAR);
if (GET_HIT(victim) < (max_hit/5)) {
act("You wish that your wounds would stop BLEEDING that much!",FALSE,victim,0,0,TO_CHAR);
if (IS_NPC(victim))
if (IS_SET(victim->specials.act, ACT_WIMPY))
do_flee(victim, "", 0);
}
break;
}
if (!IS_NPC(victim) && !(victim->desc)) {
do_flee(victim, "", 0);
if (!victim->specials.fighting) {
act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM);
victim->specials.was_in_room = victim->in_room;
char_from_room(victim);
char_to_room(victim, 0);
}
}
if (GET_POS(victim) < POSITION_STUNNED)
if (ch->specials.fighting == victim)
stop_fighting(ch);
if (!AWAKE(victim))
if (victim->specials.fighting)
stop_fighting(victim);
if (GET_POS(victim) == POSITION_DEAD) {
if (IS_NPC(victim) || victim->desc)
if (IS_AFFECTED(ch, AFF_GROUP)) {
group_gain(ch, victim);
} else {
/* Calculate level-difference bonus */
exp = GET_EXP(victim)/3;
if (IS_NPC(ch))
exp += (exp*MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3;
else
exp += (exp*MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch))))>>3;
exp = MAX(exp, 1);
gain_exp(ch, exp);
change_alignment(ch, victim);
}
if (!IS_NPC(victim)) {
sprintf(buf, "%s killed by %s at %s",
GET_NAME(victim),
(IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)),
world[victim->in_room].name);
log(buf);
}
die(victim);
}
}
void hit(struct char_data *ch, struct char_data *victim, int type)
{
struct obj_data *wielded = 0;
struct obj_data *held = 0;
int w_type;
int victim_ac, calc_thaco;
int dam;
byte diceroll;
extern int thaco[4][25];
extern byte backstab_mult[];
extern struct str_app_type str_app[];
extern struct dex_app_type dex_app[];
if (ch->in_room != victim->in_room) {
log("NOT SAME ROOM WHEN FIGHTING!");
return;
}
if (ch->equipment[HOLD])
held = ch->equipment[HOLD];
if (ch->equipment[WIELD] &&
(ch->equipment[WIELD]->obj_flags.type_flag == ITEM_WEAPON)) {
wielded = ch->equipment[WIELD];
switch (wielded->obj_flags.value[3]) {
case 0 :
case 1 :
case 2 : w_type = TYPE_WHIP; break;
case 3 : w_type = TYPE_SLASH; break;
case 4 :
case 5 :
case 6 : w_type = TYPE_CRUSH; break;
case 7 : w_type = TYPE_BLUDGEON; break;
case 8 :
case 9 :
case 10 :
case 11 : w_type = TYPE_PIERCE; break;
default : w_type = TYPE_HIT; break;
}
} else {
if (IS_NPC(ch) && (ch->specials.attack_type >= TYPE_HIT))
w_type = ch->specials.attack_type;
else
w_type = TYPE_HIT;
}
/* Calculate the raw armor including magic armor */
/* The lower AC, the better */
if (!IS_NPC(ch))
calc_thaco = thaco[GET_CLASS(ch)-1][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);
diceroll = number(1,20);
victim_ac = GET_AC(victim)/10;
if (AWAKE(victim))
victim_ac += dex_app[GET_DEX(victim)].defensive;
victim_ac = MAX(-10, victim_ac); /* -10 is lowest */
if ((diceroll < 20) && AWAKE(victim) &&
((diceroll==1) || ((calc_thaco-diceroll) > victim_ac))) {
if (type == SKILL_BACKSTAB)
damage(ch, victim, 0, SKILL_BACKSTAB);
else
damage(ch, victim, 0, w_type);
} else {
dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam;
dam += GET_DAMROLL(ch);
if (!wielded) {
if (IS_NPC(ch))
dam += dice(ch->specials.damnodice, ch->specials.damsizedice);
else
dam += number(0,2); /* Max. 2 dam with bare hands */
} else {
dam += dice(wielded->obj_flags.value[1], wielded->obj_flags.value[2]);
}
if (GET_POS(victim) < POSITION_FIGHTING)
dam *= 1+(POSITION_FIGHTING-GET_POS(victim))/3;
/* Position sitting x 1.33 */
/* Position resting x 1.66 */
/* Position sleeping x 2.00 */
/* Position stunned x 2.33 */
/* Position incap x 2.66 */
/* Position mortally x 3.00 */
dam = MAX(1, dam); /* Not less than 0 damage */
if (type == SKILL_BACKSTAB) {
dam *= backstab_mult[GET_LEVEL(ch)];
damage(ch, victim, dam, SKILL_BACKSTAB);
} else
damage(ch, victim, dam, w_type);
}
}
/* control the fights going on */
void perform_violence(void)
{
struct char_data *ch;
for (ch = combat_list; ch; ch=combat_next_dude)
{
combat_next_dude = ch->next_fighting;
assert(ch->specials.fighting);
if (AWAKE(ch) && (ch->in_room==ch->specials.fighting->in_room)) {
hit(ch, ch->specials.fighting, TYPE_UNDEFINED);
} else { /* Not in same room */
stop_fighting(ch);
}
}
}