Example #1
0
        /// <summary>
        /// Purchase something in a shop.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Buy(CharData ch, string[] str)
        {
            if( ch == null ) return;

            string arg2 = String.Empty;
            string arg3 = String.Empty;
            string text;
            bool fPerm = false;

            if (str.Length == 0)
            {
                ch.SendText("Buy what?\r\n");
                return;
            }

            if (ch.InRoom.HasFlag(RoomTemplate.ROOM_PET_SHOP))
            {
                if (ch.IsNPC())
                    return;

                Room nextRoom = Room.GetRoom(ch.InRoom.IndexNumber + 1);
                if (nextRoom == null)
                {
                    Log.Error("Buy: bad pet shop at index number {0}.", ch.InRoom.IndexNumber);
                    ch.SendText("Sorry, you can't buy that here.\r\n");
                    return;
                }

                Room inRoom = ch.InRoom;
                ch.InRoom = nextRoom;
                CharData pet = ch.GetCharRoom(str[0]);
                ch.InRoom = inRoom;

                if (pet && ch.MaxPets())
                {
                    ch.SendText("Sorry, you can't keep track of that many pets.\r\n");
                    return;
                }

                if (pet == null || !pet.HasActionBit(MobTemplate.ACT_PET))
                {
                    ch.SendText("Sorry, you can't buy that here.\r\n");
                    return;
                }
                //  Altered Pricing to match the ones that were given in the list
                //  command below... original was set to 500 * pet.level * pet.level
                //  Xangis tweaked it to 100 * pet level squared

                if (ch.GetCash() < ((100 * pet.Level) * pet.Level))
                {
                    ch.SendText("You can't afford it.\r\n");
                    return;
                }

                ch.SpendCash(((100 * pet.Level) * pet.Level));
                pet = Database.CreateMobile(pet.MobileTemplate);
                pet.SetActionBit(MobTemplate.ACT_PET);
                pet.SetActionBit(MobTemplate.ACT_NOEXP);
                pet.SetAffectBit(Affect.AFFECT_CHARM);

                if (!String.IsNullOrEmpty(str[0]))
                {
                    text = String.Format("{0} {1}", pet.Name, str[0]);
                    pet.Name = text;
                }

                text = String.Format("{0}&+LA neck tag says '&+RI belong to {1}&+L'.&n\r\n",
                          pet.Description, ch.Name);
                pet.Description = text;
                pet.AddToRoom(ch.InRoom);
                CharData.AddFollower(pet, ch);
                ch.SendText("Enjoy your pet.\r\n");
                SocketConnection.Act("$n&n just purchased $N&n.", ch, null, pet, SocketConnection.MessageTarget.room);
                return;
            }
            ObjTemplate objTemplate;
            Object obj = null;
            CharData keeper;
            int itemCount = 1; /* buy only one by default */

            if (MUDString.IsNumber(str[0]))
            {
                Int32.TryParse(str[0], out itemCount);
                str[0] = arg2;
                arg2 = arg3;
            }

            if (!(keeper = ch.FindShopkeeper(arg2)))
            {
                return;
            }

            if (!ch.IsNPC())
            {
                // Won't sell to bottom 25% of faction range.
                if (((PC)ch).GetFaction(keeper) < (Limits.MIN_FACTION / 2))
                {
                    SocketConnection.Act("$n&+W tells you 'I won't do business with scum like you.'&n", keeper, null, ch, SocketConnection.MessageTarget.victim);
                    ch.ReplyTo = keeper;
                    return;
                }
            }

            if (keeper.MobileTemplate.ShopData.ItemsForSale.Count != 0)
            {
                foreach (int item in keeper.MobileTemplate.ShopData.ItemsForSale)
                {
                    objTemplate = Database.GetObjTemplate(item);
                    if (!objTemplate)
                    {
                        continue;
                    }
                    if (MUDString.NameContainedIn(str[0], objTemplate.Name))
                    {
                        obj = Database.CreateObject(objTemplate, objTemplate.Level);
                        fPerm = true;
                        break;
                    }
                }
            }

            if (!obj)
            {
                obj = keeper.GetObjCarrying(str[0]);
            }

            if (!obj || !CharData.CanSeeObj(ch, obj))
            {
                SocketConnection.Act("$n&+W tells you 'I don't sell that -- try 'list'.'&n", keeper, null, ch, SocketConnection.MessageTarget.victim);
                ch.ReplyTo = keeper;
                return;
            }

            int cost = Object.GetCost(ch, keeper, obj, true);

            if (cost < obj.Cost)
            {
                Log.Error("Shopkeeper with index number {0} sells for less than 100 percent of value.\r\n",
                          keeper.MobileTemplate.IndexNumber);
                cost = obj.Cost;
            }

            if (itemCount < 1)
            {
                ch.SendText("Buy how many?  Quantity must be greater than zero.\r\n");
                return;
            }

            if (ch.GetCash() < (cost * itemCount))
            {
                if (itemCount == 1)
                {
                    SocketConnection.Act("$n&+W tells you 'You can't afford to buy $p&+W.'&n", keeper, obj, ch, SocketConnection.MessageTarget.victim);
                    ch.ReplyTo = keeper;
                    return;
                }
                else
                {
                    string buf4;

                    if ((ch.GetCash() / cost) > 0)
                    {
                        buf4 = String.Format("$n&+W tells you, 'You can only afford {0} of those!'&n",
                                             (ch.GetCash() / cost));
                    }
                    else
                    {
                        buf4 = String.Format("$n&+W tells you, 'You can't even afford one!'&n");
                    }

                    SocketConnection.Act(buf4, keeper, obj, ch, SocketConnection.MessageTarget.victim);
                    ch.ReplyTo = keeper;
                    return;
                }
            }

            if (ch.CarryNumber + itemCount > ch.GetMaxItemsCarried())
            {
                ch.SendText("You cannot carry that many items.\r\n");
                return;
            }

            if (ch.CarryWeight + (itemCount * obj.GetWeight()) > ch.MaxCarryWeight())
            {
                ch.SendText("You cannot carry that much weight.\r\n");
                return;
            }

            if ((itemCount > 1)
                && !obj.HasFlag(ObjTemplate.ITEM_INVENTORY))
            {
                SocketConnection.Act("$n&+W tells you, 'Sorry, $p&+W is something I have only one of.'&n",
                                     keeper, obj, ch, SocketConnection.MessageTarget.character);
                ch.ReplyTo = keeper;
                return;
            }

            if (cost < 1)
                cost = 1;

            if (itemCount == 1)
            {
                text = String.Format("You buy $p&n for {0}.", StringConversion.CoinString(cost * itemCount));
                SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n purchases $p&n.", ch, obj, null, SocketConnection.MessageTarget.room);
            }
            else
            {
                text = String.Format("$n&n purchases {0} * $p&n.", itemCount);
                SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.room);
                text = String.Format("You buy {0} * $p&n.", itemCount);
                SocketConnection.Act(text, ch, obj, null, SocketConnection.MessageTarget.character);
            }

            ch.SpendCash(cost * itemCount);

            if (fPerm)
            {
                obj.ObjToChar(ch);
            }
            else if (obj.HasFlag(ObjTemplate.ITEM_INVENTORY))
            {
                for (; itemCount > 0; itemCount--)
                {
                    obj = Database.CreateObject(obj.ObjIndexData, obj.Level);
                    obj.ObjToChar(ch);
                }
            }
            else
            {
                obj.RemoveFromChar();
                obj.ObjToChar(ch);
            }
            obj.Timer = -1;
            // Selling an object decreases its scarcity.
            --obj.ObjIndexData.Scarcity;

            return;
        }
Example #2
0
        /// <summary>
        /// Bandage someone's wounds.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Bandage(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.IsNPC() || !ch.HasSkill("bandage"))
            {
                ch.SendText("You don't know how to bandage!\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Bandage whom?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (victim == null)
            {
                ch.SendText("They're not here.\r\n");
                return;
            }

            if (victim.Hitpoints > 0)
            {
                ch.SendText("They do not need your help.\r\n");
                return;
            }

            int chance = ((PC)ch).SkillAptitude["bandage"];

            if (ch.IsClass(CharClass.Names.cleric))
                chance += 4;
            else if (ch.IsClass(CharClass.Names.antipaladin))
                chance -= 4;

            /* Don't allow someone doing more than 1 pt. of damage with bandage. */
            int change = (Math.Max(chance - MUDMath.NumberPercent(), -1) / 20) + 1;

            // Bandage is rarely used, make it likely to increase
            ch.PracticeSkill("bandage");
            ch.PracticeSkill("bandage");
            ch.PracticeSkill("bandage");

            ch.WaitState(Skill.SkillList["bandage"].Delay);

            if (change < 0)
            {
                ch.SendText("You just made the problem worse!\r\n");
                SocketConnection.Act("$n&n tries bandage you but your condition only worsens.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n tries bandage $N&n but $S condition only worsens.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            }
            else if (change > 0)
            {
                ch.SendText("You manage to fix them up a _bitvector.\r\n");
                SocketConnection.Act("$n&n bandages you.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n bandages $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            }
            else
            {
                ch.SendText("Your bandaging attempt had no effect.\r\n");
                SocketConnection.Act("$n&n tries to bandage you but the wounds are too great.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n tries to bandage $N&n but is unable to have any effect.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            }

            victim.Hitpoints += change;

            victim.UpdatePosition();

            return;
        }
Example #3
0
        /*
        * Modified to up the damage and allow for a
        * chance to stun victim or self
        *   damage = (level) d2, for an average of 75 hp at level 50
        *   stun damage = (level) d3, for an average of 100 hp at level 50
        * Player vs player damage is reduced in damage()
        */
        /// <summary>
        /// Headbutt. Usable to initiate combat and during combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Headbutt(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;
            int ko;
            string text;

            /* Check player's level and class, mobs can use this skill */
            if ((!ch.HasSkill("headbutt")))
            {
                ch.SendText("Your skull is much too soft to headbutt anyone.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])) || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They are nowhere to be seen.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            /* anti headbutt me code */
            if (ch == victim)
            {
                ch.SendText("You get dizzy as you ponder the mechanics of headbutting yourself.\r\n");
                return;
            }

            if (ch.CurrentPosition < Position.fighting)
            {
                ch.SendText("You need to stand up to do that.\r\n");
                return;
            }
            /* Check size of ch vs. victim. */
            /* If ch is too small. */
            /* Made it 2 sizes */
            if (ch.CurrentSize - 2 > victim.CurrentSize)
            {
                SocketConnection.Act("You would crush such a small and delicate being with your mass.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }
            /* Ch 2 or more sizes larger than victim => bad! */
            if (ch.CurrentSize + 1 < victim.CurrentSize)
            {
                SocketConnection.Act("You can't reach their head!", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n slams $s head into your thigh.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n slams $s head into $N's thigh.", ch, null, victim, SocketConnection.MessageTarget.room_vict);

                ch.WaitState((Skill.SkillList["headbutt"].Delay * 9) / 10);
                if (victim.Fighting == null)
                {
                    Combat.SetFighting(victim, ch);
                }
                return;
            }

            ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["headbutt"].Delay));
            ch.PracticeSkill("headbutt");

            if (!ch.Fighting)
            {
                Combat.SetFighting(ch, victim);
            }
            if (!victim.Fighting)
            {
                Combat.SetFighting(victim, ch);
            }

            /* Added a PC skill level
            */
            // Chance was over-downgraded at some point.  Was skill level - 5%,
            // then it was changed to skill level / 2 giving a level 50 a headbutt
            // success rate of about 47%.  I've upped it to 4/5 of skill level,
            // meaning that a level 50 has a success rate of 76%, which is a good
            // target success rate.  Keep in mind minotaur will have a success rate of
            // about 83%.
            if (ch.IsNPC())
            {
                chance = 50 + ch.Level;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["headbutt"] * 4 / 5;
            }

            // Minotaur headbutt bonus
            if (ch.GetRace() == Race.RACE_MINOTAUR)
            {
                chance += 7;
            }

            if (victim.CurrentPosition < Position.fighting)
            {
                chance /= 3;
            }

            if (MUDMath.NumberPercent() < chance)
            /*  Headbutt successful, possible KO */
            {
                /* First give the victim a chance to dodge */
                if (Combat.CheckDodge(ch, victim))
                {
                    return;
                }
                /* OK, lets settle for stun right now
                * a skill level of 100% has a 20% chance of stun
                * a skill level of 50% has a 2.5% chance of stun
                * a skill level of 23% has a 1% chance of stun
                * immortals get a 15% bonus
                */
                // The stun math was bad.  Stun was way more often that it should have
                // been.  Now we have a flat /4 chance, meaning a the following stun chances
                // at each skill level:
                // 25 = 5%  50 = 10 %  75 = 15%  95 = 19%
                ko = chance / 4;
                if (ch.IsImmortal())
                {
                    ko += 15;
                }
                text = String.Format("Commandheadbutt: {0}&n attempting a KO with {1}%% chance.", ch.Name, ko);
                ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, text);
                if (MUDMath.NumberPercent() < ko + 1)
                {
                    // deal some decent damage
                    // This was previously level d 3 which was fairly pathetic.
                    // Level d 8 = 50 min, 400 max at level 50 with an average of 225
                    // PvP damage is quartered, so headbutt will do about 56 against a player.
                    if (ch.GetRace() != Race.RACE_MINOTAUR)
                    {
                        Combat.InflictDamage(ch, victim, MUDMath.Dice(ch.Level, 8), "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                    }
                    else
                    {
                        Combat.InflictDamage(ch, victim, MUDMath.Dice(ch.Level, 9), "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                    }
                    if (victim.CurrentPosition > Position.stunned)
                    {
                        SocketConnection.Act("$n&n staggers about, then collapses in a heap.", victim, null, null, SocketConnection.MessageTarget.room);
                        victim.SendText("You fall to the ground &+Wstunned&n.\r\n");
                        SocketConnection.Act("$n&n is &+Wstunned!&n", victim, null, null, SocketConnection.MessageTarget.room);
                        victim.CurrentPosition = Position.stunned;
                        victim.WaitState((Skill.SkillList["headbutt"].Delay));
                        text = String.Format("Commandheadbutt: {0}&n stunned {1}&n.", ch.Name, victim.Name);
                        ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, text);
                    }
                }
                else
                {
                    // just your ordinary headbutt damage
                    // This was previously level d 2 which was fairly pathetic.
                    // Level d 6 = 50 min, 300 max at level 50 with an average of 175
                    // PvP damage is quartered, so headbutt will do about 43 against a player.
                    if (ch.GetRace() != Race.RACE_MINOTAUR)
                    {
                        if (!Combat.InflictDamage(ch, victim, MUDMath.Dice(ch.Level, 6), "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon))
                        {
                            // Someone blasts you in the head it'll definitely stun you for 3/4 of a second.
                            victim.WaitState(3);
                        }
                    }
                    else
                    {
                        if (!Combat.InflictDamage(ch, victim, MUDMath.Dice(ch.Level, 7), "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon))
                        {
                            // Someone blasts you in the head with horns it'll definitely stun you for a second.
                            // -- Xangis
                            victim.WaitState(4);
                        }
                    }
                }
            }
            else /* Headbutt failed, possible damgage to self, possible KO of self */
            {    /* Don't allow char to kill self, just mort self */
                /* Give them a chance to not take any damage */
                // Checking chance instead of player's level.  Since this should be based on skill
                // this should be about right (average of 24% chance of screwing yourself at level 50
                // instead of 50%, 17% chance for minos).
                if (MUDMath.NumberPercent() < chance)
                {
                    ch.SendText("Your headbutt fails to strike its target.\r\n");
                    SocketConnection.Act("$n&n tries to headbutt $N&n but can't quite connect.", ch, null,
                        victim, SocketConnection.MessageTarget.everyone_but_victim);
                    SocketConnection.Act("$n&n bobs around you in a feeble attempt at a headbutt.", ch,
                        null, victim, SocketConnection.MessageTarget.victim);
                    return;
                }
                SocketConnection.Act("You bang your head against the brick wall of $N&n.", ch, null,
                    victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n tries a headbutt but $N&n gets the best of $m.", ch, null,
                    victim, SocketConnection.MessageTarget.everyone_but_victim);
                SocketConnection.Act("$n&n bangs into you in a feeble attempt at a headbutt.", ch,
                    null, victim, SocketConnection.MessageTarget.victim);
                // KO chance of 24% for normals, 17% for minos.
                // You have to fail three checks to get your ass kicked by KO, one for the actual skill check,
                // one for the damage check and finally one for the KO check.
                // keep in mind this KO does damage of about 100 to self at level 50, which is a hell of a lot
                // for a failed skill.
                // The chance of ko'ing yourself at each skill level is as follows: (after all 3 checks)
                // Skill 25 = 59.2%  Skill 50 = 29.6%  Skill 75 = 14.4%  Skill 95 = 9.38%
                ko = 108 - chance;
                int dam;
                if (MUDMath.NumberPercent() < ko)
                {
                    // doh! This is gonna hurt
                    //deal some decent damage...to self!
                    if (ch.GetRace() != Race.RACE_MINOTAUR)
                    {
                        dam = MUDMath.Dice(ch.Level, 3);
                    }
                    else
                    {
                        dam = MUDMath.Dice(ch.Level, 2);
                    }
                    if (dam > ch.Hitpoints)
                    {
                        dam = ch.Hitpoints + 1;
                    }
                    if (Combat.InflictDamage(ch, ch, dam, "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon))
                    {
                        // ch invalidated, can't send messages.
                        return;
                    }
                    SocketConnection.Act("$n&n staggers about, then collapses in a heap.", ch, null, null, SocketConnection.MessageTarget.room);
                    ch.SendText("You fall to the ground stunned.\r\n");
                    SocketConnection.Act("$n&n is stunned!", ch, null, null, SocketConnection.MessageTarget.room);
                    ch.CurrentPosition = Position.stunned;
                    ch.WaitState((Skill.SkillList["headbutt"].Delay * 2));
                    text = String.Format("Commandheadbutt: {0}&n stunned self.", ch.Name);
                    ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, text);
                }
                else
                {
                    // Was previously level d 2, which averaged 30 damage at 20 and 75 at 50.  PC to PC
                    // damage is not quartered when it is done to yourself, so this it kind of high at the
                    // upper levels.  This has been reduced by level / 5, so the damage at 50 averages 65
                    // instead of 65.
                    // Keep in mind that the real penalties come from KO and comparitively someone that
                    // fails a bash doesen't take insane damage.
                    dam = MUDMath.Dice(ch.Level, 2) - ch.Level / 5;
                    if (dam > ch.Hitpoints)
                    {
                        dam = ch.Hitpoints + 1;
                    }
                    Combat.InflictDamage(ch, ch, dam, "headbutt", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
            } //end if() headbutt failed
            return;
        }
Example #4
0
        /// <summary>
        /// Stab someone in the back.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Backstab(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (!ch.HasSkill("backstab"))
            {
                ch.SendText("You better leave the assassination trade to those more skilled.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }

            if (ch.Riding)
            {
                ch.SendText("You can't get close enough while mounted.\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Backstab whom?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("How can you sneak up on yourself?\r\n");
                return;
            }

            Combat.Backstab(ch, victim);
            return;
        }
Example #5
0
        public static void Glance(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (str.Length == 0)
            {
                ch.SendText("&nGlance at whom?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("&nThey're not here.\r\n");
                return;
            }

            string msg = String.Format("&nYou glance at $N&n.\r\n$N&n is {0}.", SocketConnection.ConditionString(victim));

            SocketConnection.Act(msg, ch, null, victim, SocketConnection.MessageTarget.character);
            Look.ShowAffectLines(ch, victim);

            return;
        }
Example #6
0
        /// <summary>
        /// Throw dirt in someone's eyes.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void DirtToss(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int percent;

            /* Don't allow the unskilled to do this, check player's level */
            if (!ch.HasSkill("dirt toss"))
            {
                ch.SendText("You get your feet dirty.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                ch.SendText("You can't see anything!\r\n");
                return;
            }

            if (ch.FlightLevel != 0)
            {
                ch.SendText("Perhaps you should land first matey.\r\n");
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])) || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            if (!victim || victim.CurrentPosition == Position.dead)
            {
                ch.SendText("You aren't fighting anyone.\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("How about sticking a fork your eye instead?\r\n");
                return;
            }

            if (victim.IsAffected( Affect.AFFECT_BLIND))
            {
                SocketConnection.Act("$E's already been &+Lblinded&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            if (!ch.IsNPC())
            {
                percent = ((PC)ch).SkillAptitude["dirt toss"];
            }
            else
            {
                percent = (ch.Level * 3) / 2 + 25;
            }

            percent += (ch.Level - victim.Level) * 2;
            percent += (ch.GetCurrDex() / 10);
            percent -= (victim.GetCurrDex() / 10);
            percent -= (victim.GetCurrAgi() / 10);

            // Why waste time listing sectors with no modifier?
            switch (ch.InRoom.TerrainType)
            {
                case TerrainType.inside:
                case TerrainType.arctic:
                case TerrainType.swamp:
                    percent -= 20;
                    break;
                case TerrainType.city:
                case TerrainType.mountain:
                    percent -= 10;
                    break;
                case TerrainType.plane_of_fire:
                case TerrainType.plane_of_air:
                case TerrainType.plane_of_water:
                case TerrainType.plane_ethereal:
                case TerrainType.plane_astral:
                case TerrainType.underwater_has_ground:
                case TerrainType.underwater_no_ground:
                case TerrainType.swimmable_water:
                case TerrainType.unswimmable_water:
                case TerrainType.air:
                case TerrainType.ocean:
                case TerrainType.underground_swimmable_water:
                case TerrainType.underground_unswimmable_water:
                    percent = 0;
                    break;
                case TerrainType.field:
                    percent += 5;
                    break;
                case TerrainType.desert:
                    percent += 10;
                    break;
                case TerrainType.plane_of_earth:
                    percent += 15;
                    break;
                default:
                    break;
            }

            if (percent > 75)
            {
                percent = 75;
            }
            else if (percent < 5)
            {
                percent = 5;
            }

            if (percent <= 0)
            {
                ch.SendText("There isn't any &n&+ydirt&n to kick.\r\n");
                return;
            }

            ch.PracticeSkill("dirt toss");

            if (percent < MUDMath.NumberPercent())
            {
                Affect af = new Affect();

                SocketConnection.Act("$n is &+Lblinded&n by the &n&+ydirt&n in $s eyes!", victim, null, null,
                     SocketConnection.MessageTarget.room);
                SocketConnection.Act("$n kicks &n&+ydirt&n into your eyes!", ch, null, victim, SocketConnection.MessageTarget.victim);

                victim.SendText("&+LYou can't see a thing!&n\r\n");

                af.Value = "dirt toss";
                af.Type = Affect.AffectType.skill;
                af.Duration = MUDMath.NumberRange(1, 2);
                af.AddModifier(Affect.Apply.hitroll, -4);
                af.SetBitvector(Affect.AFFECT_BLIND);
                victim.AddAffect(af);

            }
            else
            {
                ch.SendText("&+LYou kick dirt at your target!&n\r\n");
            }

            Combat.SetFighting(victim, ch);

            ch.WaitState(Skill.SkillList["dirt toss"].Delay);

            return;
        }
Example #7
0
        /// <summary>
        /// Assist someone in combat by joining them against their primary target.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Assist(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;

            if (!ch.IsBlind())
            {
                ch.SendText("You can't assist the invisible.\r\n");
                return;
            }
            if (ch.Fighting)
            {
                ch.SendText("You're a bit busy at the moment.\r\n");
                return;
            }

            if (str.Length != 0)
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            else
            {
                ch.SendText("Assist who?\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("You're too busy assisting yourself to assist yourself.\r\n");
                return;
            }

            if (!victim.Fighting)
            {
                ch.SendText("They're not fighting anyone.\r\n");
                return;
            }

            if (victim.Fighting == ch)
            {
                ch.SendText("Assist!? They're fighting YOU, fool!\r\n");
                return;
            }

            SocketConnection.Act("You scream a battle cry, and assist $N&n heroically.", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n leaps into the fray, valiantly assisting you.", ch, null, victim, SocketConnection.MessageTarget.victim);
            SocketConnection.Act("$n&n charges into battle and assists $N&n heroically.", ch, null, victim, SocketConnection.MessageTarget.room_vict);

            Combat.SingleAttack(ch, victim.Fighting, String.Empty, ObjTemplate.WearLocation.hand_one);

            return;
        }
Example #8
0
        public static void Trust(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;
            string arg1 = String.Empty;
            string arg2 = String.Empty;
            int level;

            CharData realChar = ch.GetChar();

            if (!realChar.Authorized("trust"))
            {
                return;
            }

            if (String.IsNullOrEmpty(arg1) || String.IsNullOrEmpty(arg2) || !MUDString.IsNumber(arg2))
            {
                ch.SendText("Syntax: trust <char> <level>.\r\n");
                return;
            }

            if (!(victim = ch.GetCharRoom(arg1)))
            {
                ch.SendText("That player is not here.\r\n");
                return;
            }

            Int32.TryParse(arg2, out level);

            if (level < 1 || level > Limits.MAX_LEVEL)
            {
                ch.SendText(String.Format("Trust within range 1 to {0}.\r\n", Limits.MAX_LEVEL));
                return;
            }

            if (level > ch.GetTrust())
            {
                ch.SendText("Limited to your trust.\r\n");
                return;
            }

            string text = String.Format("{0} has been trusted at level {1} by {2}", victim.Name,
                                       level, ch.Name);
            ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LEVELS, realChar.GetTrust(), text);

            victim.TrustLevel = level;
            return;
        }
Example #9
0
        /// <summary>
        /// Try to free someone who has been bound.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Untangle(CharData ch, string[] str)
        {
            if( ch == null ) return;
            CharData victim;

            if (!ch.IsNPC() && !ch.HasSkill("untangle"))
            {
                ch.SendText("You aren't nimble enough.\r\n");
                return;
            }

            if (str.Length == 0)
            {
                victim = ch;
            }
            else
            {
                victim = ch.GetCharRoom(str[0]);
                if (victim == null)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }

            if (!victim.HasAffect( Affect.AffectType.skill, "capture"))
            {
                ch.SendText("There's nothing to untangle.\r\n");
                return;
            }

            if ((ch.IsNPC() && !ch.IsAffected( Affect.AFFECT_CHARM)) || (!ch.IsNPC()
                         && MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["untangle"]))
            {
                victim.AffectStrip( Affect.AffectType.skill, "capture");

                if (victim != ch)
                {
                    SocketConnection.Act("You untangle $N&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$n&n untangles you.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$n&n untangles $n&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                }
                else
                {
                    ch.SendText("You untangle yourself.\r\n");
                    SocketConnection.Act("$n&n untangles $mself.", ch, null, null, SocketConnection.MessageTarget.room);
                }

                ch.PracticeSkill("untangle");

                return;
            }
        }
Example #10
0
        /// <summary>
        /// Immortal command to change a player's level.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Advance(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;
            string text;
            int level = 0;
            int iLevel = 0;

            CharData realChar = ch.GetChar();

            if (!realChar.Authorized("advance"))
            {
                return;
            }

            if (str.Length < 2 || String.IsNullOrEmpty(str[0]) || String.IsNullOrEmpty(str[1]) || !MUDString.IsNumber(str[1]))
            {
                ch.SendText("Syntax: advance <char> <level>.\r\n");
                return;
            }

            if (!(victim = ch.GetCharRoom(str[0])))
            {
                ch.SendText("That player is not here.\r\n");
                return;
            }

            if (victim.IsNPC())
            {
                ch.SendText("Not on NPC's.\r\n");
                return;
            }

            Int32.TryParse(str[1], out level);

            if (level < 1 || level > Limits.MAX_LEVEL)
            {
                ch.SendText(String.Format("Advance within range 1 to {0}.\r\n", Limits.MAX_LEVEL));
                return;
            }

            if (level > ch.GetTrust())
            {
                ch.SendText("Limited to your trust level.\r\n");
                return;
            }

            /*
            * Lower level:
            *   Reset to level 1.
            *   Then raise again.
            *   Currently, an imp can lower another imp.
            */
            if (level <= victim.Level)
            {
                ch.SendText("Lowering a player's level!\r\n");
                victim.SendText("**** OOOOHHHHHHHHHH  NNNNOOOO ****\r\n");
                victim.Level = 1;
                // Max_hit should only be accessed for PERMENANT changes.
                victim.MaxHitpoints = 20;
                if (ch.CharacterClass.GainsMana)
                {
                    victim.MaxMana = 50;
                    // Mana bonuses for newbies.
                    victim.MaxMana += (victim.GetCurrInt() / 10);
                    victim.MaxMana += (victim.GetCurrWis() / 14);
                    victim.MaxMana += (victim.GetCurrPow() / 7);
                }
                else
                {
                    victim.MaxMana = 0;
                }
                victim.MaxMoves = 150;
                // removed resetting of skills.
                victim.Hitpoints = victim.GetMaxHit();
                victim.CurrentMana = victim.MaxMana;
                victim.CurrentMoves = victim.MaxMoves;
                text = String.Format("{0} has been demoted to level {1} by {2}", victim.Name,
                        level, ch.Name);
                ImmortalChat.SendImmortalChat(victim, ImmortalChat.IMMTALK_LEVELS, realChar.GetTrust(), text);
            }
            else
            {
                ch.SendText("Raising a player's level!\r\n");
                victim.SendText("**** OOOOHHHHHHHHHH  YYYYEEEESSS ****\r\n");
                text = String.Format("{0} has been advanced to level {1} by {2}", victim.Name,
                        level, ch.Name);
                ImmortalChat.SendImmortalChat(victim, ImmortalChat.IMMTALK_LEVELS, realChar.GetTrust(), text);
            }

            // Do not advance skills -- rerolling someone will auto-master
            // their skills with no effort from the player... so we advance
            // them with skills set to false -- Xangis
            for (iLevel = victim.Level; iLevel < level; iLevel++)
            {
                victim.AdvanceLevel(victim);
            }
            victim.ExperiencePoints = 1;
            victim.TrustLevel = 0;

            return;
        }
Example #11
0
        /// <summary>
        /// Attempt to trip a foe.  Can initiate combat with this and can use during combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Trip(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;

            /* Check player's level and class, mobs can use this skill */
            if ((!ch.HasSkill("trip")))
            {
                ch.SendText("You would just fall over if you tried to trip someone.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim)
                {
                    ch.SendText("You look around, unable to find them.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            /* anti 'trip me' code */
            if (victim == ch)
            {
                ch.SendText("You don't think you're clumsy enough already?\r\n");
                return;
            }

            ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["trip"].Delay));
            ch.PracticeSkill("trip");

            if (ch.IsNPC())
            {
                chance = (ch.Level * 3) / 2 + 10;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["trip"];
            }

            if (chance > 90)
            {
                chance = 90;
            }

            if ((ch.Fighting == null) && (ch != victim))
            {
                Combat.SetFighting(ch, victim);
            }
            if ((!victim.Fighting) && (victim != ch))
            {
                Combat.SetFighting(victim, ch);
            }

            /* Mobs do NOT auto-trip! */
            if (MUDMath.NumberPercent() < chance)
            {
                victim.WaitState((Skill.SkillList["trip"].Delay * 5 / 6));
                SocketConnection.Act("You trip $N&n and send $M sprawling to the &n&+yearth&n!", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n trips you and you go down!", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n trips $N&n and $E falls face-first to the &n&+yground&n!", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                if (victim.CurrentPosition > Position.reclining)
                {
                    victim.CurrentPosition = Position.reclining;
                }
            }
            else
            {
                SocketConnection.Act("You try to trip $N&n and fall down!", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n attempts to knock you from your feet, and falls down $sself!", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n tries to trip $N&n and tumbles to the &n&+yground&n!", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.reclining;
            }

            return;
        }
Example #12
0
        /// <summary>
        /// Capture command - restrain another character.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Capture(CharData ch, string[] str)
        {
            if( ch == null ) return;
            CharData victim;
            Affect af = new Affect();

            /* Check player's level and class, allow mobs to do this too */
            if ((!ch.HasSkill("capture")))
            {
                ch.SendText("You couldn't capture a dead rat.\r\n");
                return;
            }

            if (str.Length == 0)
            {
                victim = ch.Fighting;
                if (!victim)
                {
                    ch.SendText("Capture whom?\r\n");
                    return;
                }
            }
            else                /* argument supplied */
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            if (ch.Fighting && ch.Fighting != victim)
            {
                ch.SendText("Take care of the person you are fighting first!\r\n");
                return;
            }
            if (!ch.IsImmortal())
            {
                ch.WaitState(Skill.SkillList["capture"].Delay);
            }

            Object rope = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one);
            if (!rope || rope.ItemType != ObjTemplate.ObjectType.rope)
            {
                rope = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two);
                if (!rope || rope.ItemType != ObjTemplate.ObjectType.rope)
                {
                    rope = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_three);
                    if (!rope || rope.ItemType != ObjTemplate.ObjectType.rope)
                    {
                        rope = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_four);
                        if (!rope || rope.ItemType != ObjTemplate.ObjectType.rope)
                            rope = null;
                    }
                }
            }
            if (!rope)
            {
                ch.SendText("You must have some rope to tie someone up!\r\n");
                return;
            }
            rope.RemoveFromWorld();

            /* only appropriately skilled PCs and uncharmed mobs */
            if ((ch.IsNPC() && !ch.IsAffected( Affect.AFFECT_CHARM))
                    || (!ch.IsNPC() && MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["capture"] / 4))
            {
                victim.AffectStrip( Affect.AffectType.skill, "capture");

                af.Value = "capture";
                af.Type = Affect.AffectType.skill;
                af.Duration = 3 + ((ch.Level) / 8);
                af.SetBitvector(Affect.AFFECT_BOUND);

                victim.AddAffect(af);

                SocketConnection.Act("You have captured $M!", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n has captured you!", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n has captured $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            }
            else
            {
                SocketConnection.Act("You failed to capture $M.  Uh oh!",
                     ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n tried to capture you!  Get $m!",
                     ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n attempted to capture $N&n, but failed!",
                     ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            }

            /* go for the one who wanted to fight :) */
            if (ch.IsNPC() && ch.IsAffected( Affect.AFFECT_CHARM) && !victim.Fighting)
            {
                victim.AttackCharacter(ch.Master);
            }
            else if (!victim.Fighting)
            {
                victim.AttackCharacter(ch);
            }

            return;
        }
Example #13
0
        /// <summary>
        /// Steal an object or some coins from a victim.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Steal(CharData ch, string[] str)
        {
            if( ch == null ) return;

            Object obj = null;
            CharData victim;
            bool sleeping = false;
            string arg1 = String.Empty;
            string arg2 = String.Empty;
            string arg = String.Empty;
            int percent;

            if (!ch.HasSkill("steal") && !ch.IsAffected(Affect.AFFECT_CHARM))
            {
                ch.SendText("Who are you trying to kid?  You couldn't steal shoes from a &n&+mbl&+Mo&n&+ma&+Mte&n&+md&n corpse.\r\n");
                return;
            }

            if (ch.Riding != null)
            {
                ch.SendText("You can't do that while mounted.\r\n");
                return;
            }

            if (String.IsNullOrEmpty(arg1) || String.IsNullOrEmpty(arg2))
            {
                ch.SendText("Steal what from whom?\r\n");
                return;
            }

            if ((victim = ch.GetCharRoom(arg2)) == null)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("That's pointless.\r\n");
                return;
            }

            if (Combat.IsSafe(ch, victim))
                return;

            if (!ch.IsImmortal())
            {
                ch.WaitState(Skill.SkillList["steal"].Delay);
            }

            // Justice stuff
            Crime.CheckThief(ch, victim);

            if (ch.IsNPC())
            {
                percent = ch.Level * 2;
            }
            else
            {
                percent = ((PC)ch).SkillAptitude["steal"];
            }

            percent += ch.GetCurrLuck() / 20; /* Luck */

            percent -= victim.Level; /* Character level vs victim's */

            if (ch.GetRace() == Race.RACE_HALFLING)
            {
                // Halflings get a racial bonus
                percent += 10;
            }

            if (victim.IsAffected(Affect.AFFECT_CURSE))
                percent += 15;

            if (ch.IsAffected(Affect.AFFECT_CURSE))
                percent -= 15;

            if (!victim.IsAwake())
                percent += 25; /* Sleeping characters are easier */

            if (ch.CheckSneak())
                percent += 10; /* Quiet characters steal better */

            if (!CharData.CanSee(ch, victim))
                percent += 10; /* Unseen characters steal better */

            if (!MUDString.IsPrefixOf(arg1, "coins"))
            {
                percent = (int)(percent * 1.2); /* Cash is fairly easy to steal */
            }
            else
            {
                int number = MUDString.NumberArgument(arg1, ref arg);
                int count = 0;
                foreach (Object iobj in victim.Carrying)
                {
                    if (CharData.CanSeeObj(ch, iobj) && MUDString.NameContainedIn(arg, iobj.Name))
                    {
                        if (++count == number)
                        {
                            obj = iobj;
                            break;
                        }
                    }
                }

                if (!obj)
                {
                    ch.SendText("You can't find it.\r\n");
                    return;
                }

                if (ch.Level < victim.Level)
                {
                    // stealing from higher level is possible, but harder
                    percent -= 5 * (victim.Level - ch.Level);
                }
                else
                {
                    // slight bonus for mobs lower level
                    percent += (ch.Level - victim.Level);
                }
                if (obj.WearLocation == ObjTemplate.WearLocation.none)
                    /* Items worn are harder */
                    percent = (int)(percent * .8);
                else
                    percent = (int)(percent * .4);
            }

            ch.PracticeSkill("steal");

            if (percent > 85)
                percent = 85;

            if (percent < 2)
                percent = 2;
            if (percent < MUDMath.NumberPercent())
            {
                /*
                * Failure.
                */
                //strip sneak
                ch.RemoveAffect(Affect.AFFECT_SNEAK);
                // chance of removing invis
                if (ch.IsAffected(Affect.AFFECT_INVISIBLE) && MUDMath.NumberPercent() > percent)
                {
                    ch.SendText("You really bungled that attempt.\r\n");
                    ch.RemoveAffect(Affect.AFFECT_INVISIBLE);
                }
                else
                {
                    ch.SendText("Oops.\r\n");
                }
                SocketConnection.Act("$n&n tried to steal from $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                if (victim.IsAwake())
                {
                    SocketConnection.Act("$n&n tried to steal from you!", ch, null, victim, SocketConnection.MessageTarget.victim);
                }
                else
                {
                    sleeping = true;
                }
                // Thief flag for justice.
                // Added so blind mobs dont hit who ever failed steal from em.
                if (victim.IsNPC())
                {
                    if (!sleeping && !victim.IsBlind())
                    {
                        CommandType.Interpret(victim, "kill " + ch.Name);
                    }
                }
                else
                {
                    if (!victim.IsBlind() && !sleeping && victim.IsAffected(Affect.AFFECT_BERZERK))
                    {
                        victim.SendText("In your &+Rblood rage&n, you lash out in anger!\r\n");
                        CommandType.Interpret(victim, "kill " + ch.Name);
                    }
                }
                /*
                if ( !Macros.IS_SET( ch.actflags, PC.PLAYER_THIEF ) )
                {
                Macros.SET_BIT( ref ch.actflags, PC.PLAYER_THIEF );
                buf = String.Format(  "{0} became a THIEF by stealing from {1}",
                ch._name, victim._name );
                Immtalk.Immtalk( ch, Immtalk.IMMTALK_CRIME, ch.GetTrust(), buf );
                CharData.SavePlayer( ch );
                }
                */
                //    }
                if (sleeping)
                {
                    if (MUDMath.NumberPercent() < victim.GetCurrLuck())
                    {
                        CommandType.Interpret(victim, "wake");
                    }
                }
                return;
            } //end failure

            if (!MUDString.IsPrefixOf(arg1, "coins"))
            {
                int amount = victim.GetGold() * MUDMath.NumberRange(1, 20) / 100;
                int amount2 = victim.GetSilver() * MUDMath.NumberRange(1, 20) / 100;
                int amount3 = victim.GetCopper() * MUDMath.NumberRange(1, 20) / 100;
                int amount4 = victim.GetPlatinum() * MUDMath.NumberRange(1, 20) / 100;

                if ((amount + amount2 + amount3 + amount4) <= 0)
                {
                    ch.SendText("You couldn't get any &n&+wcoins&n.\r\n");
                    return;
                }

                ch.ReceiveGold(amount);
                ch.ReceiveSilver(amount2);
                ch.ReceiveCopper(amount3);
                ch.ReceivePlatinum(amount4);

                victim.SpendGold(amount);
                victim.SpendSilver(amount2);
                victim.SpendCopper(amount3);
                victim.SpendPlatinum(amount4);

                string text = String.Format("Success!  You got {0} &+Wplatinum&n, {1} &+Ygold&n, {2} silver, and {3} &+ycopper&n.\r\n",
                                            amount2, amount3, amount, amount4);
                ch.SendText(text);
                return;
            }

            if (!ch.CanDropObject(obj) || obj.HasFlag(ObjTemplate.ITEM_INVENTORY))
            {
                ch.SendText("You can't pry it away.\r\n");
                return;
            }

            if (ch.CarryNumber + 1 > Limits.MAX_CARRY)
            {
                ch.SendText("You have your hands full.\r\n");
                return;
            }

            if (ch.CarryWeight + obj.GetWeight() > ch.MaxCarryWeight())
            {
                ch.SendText("You cannot carry that much weight.\r\n");
                return;
            }

            if (obj.WearLocation != ObjTemplate.WearLocation.none)
            {
                ch.SendText("Very daring, and you got it!\r\n");
                victim.UnequipObject(obj);
            }

            obj.RemoveFromChar();
            obj.ObjToChar(ch);
            ch.SendText("Nice work.\r\n");
            if (obj.Trap != null && obj.Trap.CheckTrigger( Trap.TriggerType.steal))
            {
                ch.SetOffTrap(obj);
                if (ch.CurrentPosition == Position.dead)
                {
                    return;
                }
            }
            return;
        }
Example #14
0
        /// <summary>
        /// Springleap.  Can be used to initiate combat and can be used during combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Springleap(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;

            /* Check player's level and class, mobs can use this skill */
            if ((!ch.HasSkill("springleap")))
            {
                ch.SendText("You'd better leave the martial arts to Bruce Lee.\r\n");
                return;
            }

            if (ch.GetRace() == Race.RACE_CENTAUR)
            {
                ch.SendText("Your anatomy prevents you from springleaping.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])) || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You don't see them here.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            /* springleap self */
            if (ch == victim)
            {
                ch.SendText("You can't quite figure out how to do that.\r\n");
                return;
            }

            /* Check size of ch vs. victim. */
            /* If ch is too small. */
            if (ch.CurrentSize - 2 > victim.CurrentSize)
            {
                SocketConnection.Act("Your acrobatic maneuver cannot accurately leap into such a small being.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }
            /* Ch 2 or more sizes larger than victim => bad! */
            if (ch.CurrentSize + 2 < victim.CurrentSize)
            {
                SocketConnection.Act("Your acrobatic maneuver does not seem to work on someone so large.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n jumps into you, and slides down your leg.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n jumps into $N&n and slides down $S leg.", ch, null, victim, SocketConnection.MessageTarget.room_vict);

                ch.WaitState(Skill.SkillList["springleap"].Delay);
                ch.CurrentPosition = Position.reclining;
                if (victim.Fighting == null)
                {
                    Combat.SetFighting(victim, ch);
                }
                return;
            }

            ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["springleap"].Delay));
            ch.PracticeSkill("springleap");

            if (ch.IsNPC())
            {
                chance = (ch.Level * 3) / 2 + 15;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["springleap"] - 5;
            }

            if (chance > 95)
            {
                chance = 95;
            }

            if (victim.CurrentPosition < Position.fighting)
            {
                chance /= 4;
            }

            if (MUDMath.NumberPercent() < chance)
            {
                ch.CurrentPosition = Position.fighting;
                SocketConnection.Act("&+WYour springleap knocks $N&n&+W on $S butt.&n", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("&+W$n&n&+W leaps gracefully at $N&n&+W, sending $M to the ground.&n", ch, null, victim, SocketConnection.MessageTarget.room);
                SocketConnection.Act("&+W$n&n&+W leaps at you, knocking you to the ground!&n", ch, null, victim, SocketConnection.MessageTarget.victim);
                if (victim.IsAffected(Affect.AFFECT_SINGING))
                {
                    victim.RemoveAffect(Affect.AFFECT_SINGING);
                    SocketConnection.Act("$n&n gasps and falls silent as $e falls over backward!", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("You abort your singing!\r\n");
                }
                if (victim.IsAffected(Affect.AFFECT_CASTING))
                {
                    victim.RemoveAffect(Affect.AFFECT_CASTING);
                    SocketConnection.Act("$n&n no longer has any idea what $e was casting.", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("Lying on the ground, you realize you have no idea what you were just casting.\r\n");
                }

                if (!ch.Fighting)
                {
                    Combat.SetFighting(ch, victim);
                }
                if (!victim.Fighting)
                {
                    Combat.SetFighting(victim, ch);
                }
                if (!Combat.CheckTumble(victim))
                {
                    victim.WaitState((Skill.SkillList["springleap"].Delay * 5 / 6));
                    if (victim.CurrentPosition > Position.sitting)
                    {
                        victim.CurrentPosition = Position.sitting;
                    }
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "springleap", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
                else
                {
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, (ch.Level / 3)), "springleap", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                    ch.SendText("You roll with the blow, finally landing on your feet.\r\n");
                    SocketConnection.Act("$n&n rolls with the blow, finally landing on $s feet.", victim, null, null, SocketConnection.MessageTarget.room);
                }
            }
            else
            {
                bool pissedOff = false;
                if (ch.Fighting == victim || victim.GetCurrInt() > MUDMath.NumberPercent())
                {
                    pissedOff = true;
                }
                if (pissedOff)
                {
                    SocketConnection.Act("As $N&n avoids your leap you crash to the ground.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$n&n crashes to the ground as you avoid $s springleap.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    if (!ch.Fighting)
                    {
                        Combat.SetFighting(ch, victim);
                    }
                    if (!victim.Fighting)
                    {
                        Combat.SetFighting(victim, ch);
                    }
                }
                else
                {
                    SocketConnection.Act("You ungracefully leap at $N and miss, landing head first!", ch, null, victim, SocketConnection.MessageTarget.character);
                }
                SocketConnection.Act("$n&n misses a springleap and falls awkwardly to the ground.", ch, null, null, SocketConnection.MessageTarget.room);
                ch.CurrentPosition = Position.reclining;
                Combat.InflictDamage(ch, ch, MUDMath.NumberRange(1, 4), "springleap",
                        ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
            }

            return;
        }
Example #15
0
        /// <summary>
        /// Consider killing a target.  Lets the actor know whether it would be a good idea or not.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Consider(CharData ch, string[] str)
        {
            if( ch == null ) return;

            string msg;

            if (str.Length == 0)
            {
                ch.SendText("&nConsider killing whom?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("&nThey're not here.\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("Killing yourself?  Try 'suicide confirm'.\r\n");
                return;
            }

            int diff = victim.Level - ch.Level;

            if (victim.IsAffected( Affect.AFFECT_PROWESS))
                diff += (5 + victim.Level / 5);

            if (victim.IsAffected( Affect.AFFECT_INCOMPETENCE))
                diff -= (5 + victim.Level / 5);

            if (ch.HasActionBit(PC.PLAYER_COLOR_CON))
            {
                if (diff <= -10)
                    msg = "&n&+bToo easy to bother with.&n";
                else if (diff <= -5)
                    msg = "&n&+bYou could do it blindfolded!&n";
                else if (diff <= -2)
                    msg = "&n&+BEasy.&n";
                else if (diff <= -1)
                    msg = "&n&+gFairly easy.&n";
                else if (diff <= 0)
                    msg = "&n&+GAn even fight!&n";
                else if (diff <= 1)
                    msg = "&n&+gYou would need some luck.&n";
                else if (diff <= 2)
                    msg = "&n&+yYou would need a lot of luck!&n";
                else if (diff <= 3)
                    msg = "&n&+YYou would need a lot of luck and great equipment!&n";
                else if (diff <= 5)
                    msg = "&n&+YYou would probably lose that fight.&n";
                else if (diff <= 10)
                    msg = "&n&+RAre you mad!?&n";
                else if (diff <= 15)
                    msg = "&n&+RYou ARE mad!&n";
                else if (diff <= 20)
                    msg = "&n&+rWhy don't you just lie down and pretend you're dead instead?&n";
                else if (diff <= 25)
                    msg = "&n&+rWhat do you want your epitaph to say?!?&n";
                else
                    msg = "&n&+LYou wouldn't last one round of combat!&n";
            }
            else
            {
                if (diff <= -10)
                    msg = "&nToo easy to bother with.&n";
                else if (diff <= -5)
                    msg = "&nYou could do it blindfolded!&n";
                else if (diff <= -2)
                    msg = "&nEasy.&n";
                else if (diff <= -1)
                    msg = "&nFairly easy.&n";
                else if (diff <= 0)
                    msg = "&nAn even fight!&n";
                else if (diff <= 1)
                    msg = "&nYou would need some luck.&n";
                else if (diff <= 2)
                    msg = "&nYou would need a lot of luck!&n";
                else if (diff <= 3)
                    msg = "&nYou would need a lot of luck and great equipment!&n";
                else if (diff <= 5)
                    msg = "&nYou would probably lose that fight.&n";
                else if (diff <= 10)
                    msg = "&nAre you mad!?&n";
                else if (diff <= 15)
                    msg = "&nYou ARE mad!&n";
                else if (diff <= 20)
                    msg = "&nWhy don't you just lie down and pretend you're dead instead?&n";
                else if (diff <= 25)
                    msg = "&nWhat do you want your epitaph to say?!?&n";
                else
                    msg = "&nYou wouldn't last one round of combat!&n";
            }

            SocketConnection.Act(msg, ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n sizes $N&n up with a quick glance.", ch, null, victim, SocketConnection.MessageTarget.room);
            SocketConnection.Act("$n&n sizes you up with a quick glance.", ch, null, victim, SocketConnection.MessageTarget.victim);
            return;
        }
Example #16
0
        /// <summary>
        /// Wake one's self or someone else.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Wake(CharData ch, string[] str)
        {
            if( ch == null ) return;
            string arg = String.Empty;

            if (ch.IsAwake())
            {
                ch.SendText("You are already awake.\r\n");
                return;
            }

            if (str.Length == 0 || String.IsNullOrEmpty(str[0]) ||
                str[0].Equals("me", StringComparison.CurrentCultureIgnoreCase) && ch.CurrentMana > 0)
            {
                Stand(ch, str);
                return;
            }

            if (!ch.IsAwake())
            {
                ch.SendText("You are asleep yourself!\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(arg);
            if (victim == null)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (victim.IsAwake())
            {
                SocketConnection.Act("$N&n is already awake.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            if (victim.IsAffected(Affect.AFFECT_SLEEP))
            {
                SocketConnection.Act("You can't wake $M!", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            victim.CurrentPosition = Position.resting;
            SocketConnection.Act("You wake $M.", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n wakes you.", ch, null, victim, SocketConnection.MessageTarget.victim);
            return;
        }
Example #17
0
        /// <summary>
        /// Ask: Primarily used for quest files, but can be used in regular conversation too.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Ask(CharData ch, string[] str)
        {
            if( ch == null ) return;

            QuestTemplate quest;

            if (str.Length < 2)
            {
                ch.SendText("Ask who what?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("They're not here.\r\n");
                return;
            }

            if (ch.IsAffected( Affect.AFFECT_MUTE) || ch.HasInnate(Race.RACE_MUTE) || ch.InRoom.HasFlag(RoomTemplate.ROOM_SILENT))
            {
                ch.SendText("Your lips move but nothing escapes their bounds.\r\n");
                return;
            }

            string text = String.Join(" ", str, 1, (str.Length - 1));
            text = DrunkSpeech.MakeDrunk(text, ch);

            SocketConnection.Act("$n&n asks $N&n a question.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            string buf = String.Format("&n&+c$n&n&+c asks you '&+c{0}&n&+c'&n", text);
            SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
            buf = String.Format("&n&+cYou ask $N&n&+c '{0}&n&+c'&n", text);
            SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.character);

            // players can't have talk files -- go home!
            if (!victim.IsNPC())
                return;

            bool questfound = false;
            foreach (QuestTemplate it in QuestTemplate.QuestList)
            {
                quest = it;
                if (quest.Messages == null || (quest.IndexNumber != victim.MobileTemplate.IndexNumber))
                    continue;
                foreach (TalkData message in quest.Messages)
                {
                    if (MUDString.NameContainedIn(text, message.Keywords))
                    {
                        ch.SendText("\r\n");
                        ch.SendText(message.Message);
                        questfound = true;
                    }
                }
            }

            // Only check chatterbot responses when there isn't a quest with the same keywords.
            if (!questfound && victim.ChatBot != null)
            {
                victim.ChatBot.CheckConversation(victim, ch, text);
            }
            return;
        }
Example #18
0
        /// <summary>
        /// Private communication between two characters.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Whisper(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (str.Length == 0)
            {
                ch.SendText("Whisper what to who?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("They're not here.\r\n");
                return;
            }

            if (str.Length < 2)
            {
                ch.SendText("Whisper what?\r\n");
                return;
            }

            if (!ch.CanSpeak())
            {
                return;
            }

            string text = String.Join(" ", str, 1, (str.Length - 1));
            text = DrunkSpeech.MakeDrunk(text, ch);

            SocketConnection.Act("$n&n whispers quietly to $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
            string buf = "&n&+c$n&n&+c whispers '&+c" + text + "&n&+c'&n";
            SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
            buf = "&n&+cYou whisper &+c'" + text + "&n&+c' to $N&n";
            SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.character);

            // Chatterbot code.
            if (victim.ChatBot != null)
            {
                victim.ChatBot.CheckConversation(victim, ch, text);
            }

            return;
        }
Example #19
0
        /// <summary>
        /// Knock the weapon from an opponent's hand.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Disarm(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int odds;

            /* Don't allow charmed mobiles to do this, check player's level */
            if ((ch.IsNPC() && ch.IsAffected( Affect.AFFECT_CHARM))
                    || (!ch.IsNPC() && !ch.HasSkill("disarm")))
            {
                ch.SendText("You don't know how to disarm opponents.\r\n");
                return;
            }

            if (!Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one)
                    && !Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two))
            {
                ch.SendText("You must wield a weapon to disarm.\r\n");
                return;
            }

            if (!ch.Fighting)
            {
                ch.SendText("You aren't fighting anyone.\r\n");
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])))
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }

            if (victim.Fighting != ch && ch.Fighting != victim)
            {
                SocketConnection.Act("$E is not fighting you!", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            if (!Object.GetEquipmentOnCharacter(victim, ObjTemplate.WearLocation.hand_one)
                    && !Object.GetEquipmentOnCharacter(victim, ObjTemplate.WearLocation.hand_two))
            {
                ch.SendText("Your opponent is not wielding a weapon.\r\n");
                return;
            }

            if (victim.Level > ch.Level + 10)
            {
                ch.SendText("They are much too clever for such a clumsy attempt at that maneuver.\r\n");
                return;
            }

            ch.WaitState(Skill.SkillList["disarm"].Delay);
            ch.PracticeSkill("disarm");
            if (ch.IsNPC())
            {
                odds = ch.Level;
            }
            else
            {
                odds = ((PC)ch).SkillAptitude["disarm"] / 2;
            }
            if (victim.IsNPC())
            {
                odds += 2 * (ch.Level - victim.Level);
            }
            else
            {
                /* Offense skill helps prevent disarms */
                odds -= ((PC)victim).SkillAptitude["offense"] / 4;
            }
            if (!Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one))
            {
                odds /= 2;      /* 1/2 as likely with only 2nd weapon */
            }
            odds = Math.Min(odds, 98);
            odds = Math.Max(odds, 2);
            string lbuf = String.Format("Disarm: {0} attempting with {1}%% chance.", ch.Name, odds);
            ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, lbuf);
            if (MUDMath.NumberPercent() < odds)
            {
                Combat.Disarm(ch, victim);
            }
            else if (MUDMath.NumberPercent() > 80)
            {
                ch.SendText("Expertly countering your maneuver, they dislodge your weapon and send it flying.\r\n");
                Combat.Disarm(victim, ch);
            }
            else
            {
                ch.SendText("You failed in your attempt.\r\n");
            }
            return;
        }
Example #20
0
        /// <summary>
        /// Zap a wand, using its spell power.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Zap(CharData ch, string[] str)
        {
            if( ch == null ) return;

            Object wand = null;
            Object obj = null;
            CharData victim;
            int level;

            if (str.Length == 0 && ch.Fighting == null)
            {
                ch.SendText("Zap whom or what?\r\n");
                return;
            }

            if (!String.IsNullOrEmpty(str[0]) && !(wand = ch.GetObjWear(str[0])))
            {
                if (!(wand = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one)))
                {
                    ch.SendText("You hold nothing in your hand.\r\n");
                    return;
                }
            }
            else /* Wand was first argument.. arg is now second argument. */
            if (wand.ItemType != ObjTemplate.ObjectType.wand)
            {
                ch.SendText("You can zap only with a wand.\r\n");
                return;
            }

            level = wand.Level;
            if (String.IsNullOrEmpty(str[0]))
            {
                if (ch.Fighting != null)
                {
                    victim = ch.Fighting;
                }
                else
                {
                    ch.SendText("Zap whom or what?\r\n");
                    return;
                }
            }
            else
            {
                if (((victim = ch.GetCharRoom(str[0])) == null)
                        && (obj = ch.GetObjHere(str[0])) == null)
                {
                    ch.SendText("You can't find your _targetType.\r\n");
                    return;
                }
            }

            if (ch.IsNPC() && !ch.IsFreewilled())
            {
                SocketConnection.Act("You try to zap $p&n, but you have no free will.",
                     ch, wand, null, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n tries to zap $p&n, but has no free will.",
                     ch, wand, null, SocketConnection.MessageTarget.room);
                return;
            }

            String spellName = SpellNumberToTextMap.GetSpellNameFromNumber(wand.Values[3]);
            if (String.IsNullOrEmpty(spellName))
            {
                ch.SendText("You try to zap, but your wand fizzles.\r\n");
                Log.Error("Zap: Spell number " + wand.Values[3] + " not found in SpellNumberToTextMap for object " + wand.ObjIndexNumber + ".");
                return;
            }

            Spell spell = StringLookup.SpellLookup(spellName);
            if (!spell)
            {
                ch.SendText("You try to zap, but your wand fizzles.\r\n");
                Log.Error("Zap: Spell '" + spellName + "' not found for object " + wand.ObjIndexNumber + ". Check that it exists in the spells file.");
                return;
            }

            ch.PracticeSkill("wands");

            if (wand.Values[2] > 0)
            {
                if (victim != null)
                {
                    if (victim == ch)
                    {
                        SocketConnection.Act("You zap yourself with $p&n.", ch, wand, null, SocketConnection.MessageTarget.character);
                        SocketConnection.Act("$n&n zaps $mself with $p&n.", ch, wand, null, SocketConnection.MessageTarget.room);
                    }
                    else
                    {
                        SocketConnection.Act("You zap $N&n with $p&n.", ch, wand, victim, SocketConnection.MessageTarget.character);
                        SocketConnection.Act("$n&n zaps $N&n with $p&n.", ch, wand, victim, SocketConnection.MessageTarget.room);
                    }
                }
                else
                {
                    SocketConnection.Act("You zap $P&n with $p&n.", ch, wand, obj, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$n&n zaps $P&n with $p&n.", ch, wand, obj, SocketConnection.MessageTarget.room);
                }

                if (!ch.IsNPC() && (MUDMath.NumberPercent() > ((PC)ch).SkillAptitude["wands"]))
                {
                    switch (MUDMath.NumberBits(3))
                    {
                        case 0:
                        case 1:
                        case 2:
                        case 3:
                            SocketConnection.Act("You are unable to invoke the power of $p&n.",
                                 ch, wand, null, SocketConnection.MessageTarget.character);
                            SocketConnection.Act("$n&n is unable to invoke the power of $p&N.",
                                 ch, wand, null, SocketConnection.MessageTarget.room);
                            break;
                        case 4:
                        case 5:
                        case 6:
                            SocketConnection.Act("You summon the power of $p&n, but it fizzles away.",
                                 ch, wand, null, SocketConnection.MessageTarget.character);
                            SocketConnection.Act("$n&n summons the power of $p&n, but it fizzles away.",
                                 ch, wand, null, SocketConnection.MessageTarget.room);
                            break;
                        case 7:
                            SocketConnection.Act("You can't control the power of $p&n, and it &+Rexplodes&n!",
                                 ch, wand, null, SocketConnection.MessageTarget.character);
                            SocketConnection.Act("$p&n &n&+rexplodes&n into fragments!", ch, wand, null, SocketConnection.MessageTarget.room);
                            /*
                            * Command.damage( ) call after Object.extract_obj in case the damage would
                            * have extracted ch.  This is okay because we merely mark
                            * obj.deleted; it still retains all values until list_update.
                            * Sloppy?  Okay, create another integer variable.
                            * I hate sloppy...
                            */
                            wand.RemoveFromWorld();
                            Combat.InflictDamage(ch, ch, level, "wands", ObjTemplate.WearLocation.none, AttackType.DamageType.energy);
                            break;
                    }
                    return;
                }
                Magic.ObjectCastSpell(ch, spell, level, victim, obj);
            }

            if (--(wand.Values[2]) <= 0)
            {
                if (!ch.IsNPC() && MUDMath.NumberPercent() > ((PC)ch).SkillAptitude["wands"])
                {
                    SocketConnection.Act("$p&n &n&+rexplodes&n into fragments.", ch, wand, null, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$p&n &+Rexplodes&n into fragments.", ch, wand, null, SocketConnection.MessageTarget.room);
                    wand.RemoveFromWorld();
                    Combat.InflictDamage(ch, ch, level, "wands", ObjTemplate.WearLocation.none, AttackType.DamageType.energy);
                }
                else
                {
                    SocketConnection.Act("$p&n blazes bright and is gone.",
                         ch, wand, null, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$p&n blazes bright and is gone.",
                         ch, wand, null, SocketConnection.MessageTarget.room);
                    wand.RemoveFromWorld();
                }
            }

            return;
        }
Example #21
0
        /// <summary>
        /// Command to follow someone.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Follow(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (str.Length == 0)
            {
                ch.SendText("Follow whom?\r\n");
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (ch.IsAffected(Affect.AFFECT_CHARM) && ch.Master)
            {
                SocketConnection.Act("But you'd rather follow $N&n!", ch, null, ch.Master, SocketConnection.MessageTarget.character);
                return;
            }

            if (victim.Master == ch)
            {
                ch.SendText("No following in loops!\r\n");
                return;
            }

            if (victim == ch)
            {
                if (!ch.Master)
                {
                    ch.SendText("You already follow yourself.\r\n");
                    return;
                }
                Combat.StopFighting(ch, true);
                return;
            }

            if (ch.Master)
            {
                Combat.StopFighting(ch, true);
            }

            // This sets following state and then sends a "you now follow" message to the follower.
            CharData.AddFollower(ch, victim);
            return;
        }
Example #22
0
        public static void Apply(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.Level < 25)
            {
                ch.SendText("You don't have enough experience to join a guild.\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Where do you want to apply?\r\n");
                return;
            }

            PC leader = (PC)ch.GetCharRoom(str[0]);
            if (leader == null)
            {
                ch.SendText("You do not see that person here.\r\n");
                return;
            }

            if (leader.IsNPC() || leader.GuildMembership == null)
            {
                ch.SendText("Apply to whom?!\r\n");
                return;
            }

            if (leader.GuildMembership.Applicant != null)
            {
                ch.SendText("That guild is currently reviewing another applicant.  Try again later.\r\n");
                return;
            }

            leader.GuildMembership.Applicant = ch;

            SocketConnection.Act("$n&n submits an application to join your guild.", ch, null, leader, SocketConnection.MessageTarget.victim);
            ch.SendText("You turn in your application.\r\n");

            return;
        }
Example #23
0
        /// <summary>
        /// Give an item to someone.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Give(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;
            string arg1 = String.Empty;
            string arg2 = String.Empty;

            if (String.IsNullOrEmpty(arg1) || String.IsNullOrEmpty(arg2))
            {
                ch.SendText("Give what to whom?\r\n");
                return;
            }

            if (MUDString.IsNumber(arg1))
            {
                /* 'give NNNN coins victim' */
                string buf;
                string arg3 = String.Empty;
                int amount;

                Int32.TryParse(arg1, out amount);
                if (amount <= 0)
                {
                    ch.SendText("Sorry, you can't do that.\r\n");
                    return;
                }

                if (String.IsNullOrEmpty(arg3))
                {
                    ch.SendText("Give what to whom?\r\n");
                    return;
                }

                victim = ch.GetCharRoom(arg3);
                if (victim == null)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }

                if (!MUDString.IsPrefixOf(arg2, "copper"))
                {
                    if (ch.GetCopper() < amount)
                    {
                        ch.SendText("You haven't got that many &+ycopper&n coins.\r\n");
                        return;
                    }
                    ch.SpendCopper(amount);
                    SocketConnection.Act("You give $N&n some &+ycopper&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                    buf = String.Format("$n&n gives you {0} &+ycopper&n.", amount);
                    SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$n&n gives $N&n some &+ycopper&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                    //            prog_bribe_trigger( victim, ch, amount );
                    if (!ch.CheckQuest(victim, null, amount))
                    {
                        victim.ReceiveCopper(amount);
                    }
                    // Prevent money duping
                    CharData.SavePlayer(ch);
                    CharData.SavePlayer(victim);
                    return;
                }
                if (!MUDString.IsPrefixOf(arg2, "silver"))
                {
                    if (ch.GetSilver() < amount)
                    {
                        ch.SendText("You haven't got that many silver coins.\r\n");
                        return;
                    }
                    ch.SpendSilver(amount);
                    SocketConnection.Act("You give $N&n some silver.", ch, null, victim, SocketConnection.MessageTarget.character);
                    buf = String.Format("$n&n gives you {0} silver.", amount);
                    SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$n&n gives $N&n some silver.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                    //            prog_bribe_trigger( victim, ch, amount * 10);
                    if (!ch.CheckQuest(victim, null, (amount * 10)))
                        victim.ReceiveSilver(amount);
                    // Prevent money duping
                    CharData.SavePlayer(ch);
                    CharData.SavePlayer(victim);
                    return;
                }
                if (!MUDString.IsPrefixOf(arg2, "gold"))
                {
                    if (ch.GetGold() < amount)
                    {
                        ch.SendText("You haven't got that many &+Ygold&n coins.\r\n");
                        return;
                    }
                    ch.SpendGold(amount);
                    SocketConnection.Act("You give $N&n some &+Ygold&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                    buf = String.Format("$n&n gives you {0} &+Ygold&n.", amount);
                    SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$n&n gives $N&n some &+Ygold&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                    //            prog_bribe_trigger( victim, ch, amount *100);
                    if (!ch.CheckQuest(victim, null, (amount * 100)))
                    {
                        victim.ReceiveGold(amount);
                    }
                    // Prevent money duping
                    CharData.SavePlayer(ch);
                    CharData.SavePlayer(victim);
                    return;
                }
                if (!MUDString.IsPrefixOf(arg2, "platinum"))
                {
                    if (ch.GetPlatinum() < amount)
                    {
                        ch.SendText("You haven't got that many &+Wplatinum&n coins.\r\n");
                        return;
                    }
                    ch.SpendPlatinum(amount);
                    SocketConnection.Act("You give $N&n some &+Wplatinum&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                    buf = String.Format("$n&n gives you {0} &+Wplatinum&n.", amount);
                    SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$n&n gives $N&n some &+Wplatinum&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                    //            prog_bribe_trigger( victim, ch, amount* 1000 );
                    if (!ch.CheckQuest(victim, null, (amount * 1000)))
                    {
                        victim.ReceivePlatinum(amount);
                    }
                    // Prevent money duping
                    CharData.SavePlayer(ch);
                    CharData.SavePlayer(victim);
                    return;
                }
                ch.SendText("You don't have any of _that_ type of coin yet.\r\n");
                return;
            }

            Object obj = ch.GetObjCarrying(arg1);
            if (!obj)
            {
                ch.SendText("You do not have that item.\r\n");
                return;
            }

            if (obj.WearLocation != ObjTemplate.WearLocation.none)
            {
                ch.SendText("You must remove it first.\r\n");
                return;
            }

            victim = ch.GetCharRoom(arg2);
            if (victim == null)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (!ch.CanDropObject(obj))
            {
                ch.SendText("You couldn't possibly part with it.\r\n");
                return;
            }

            /*
            * How silly of shopkeepers to refuse blessed items... previously vampires would
            * refuse blessed items... now all undead types refuse blessed items.
            */
            if (obj.HasFlag(ObjTemplate.ITEM_BLESS) && victim.IsUndead())
            {
                SocketConnection.Act("$N&n refuses to touch the blessed $p&n.", ch, obj, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n tries to give $N&n a $p&n but $E refuses.", ch, obj, victim, SocketConnection.MessageTarget.room);
                SocketConnection.Act("You refuse to accept the blessed $p&n from $n&n.", ch, obj, victim, SocketConnection.MessageTarget.victim);
                return;
            }

            if (victim.CarryNumber + 1 > Limits.MAX_CARRY)
            {
                SocketConnection.Act("$N&n has $S hands full.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            if (victim.CarryWeight + obj.GetWeight() > victim.MaxCarryWeight())
            {
                SocketConnection.Act("$N&n cannot carry that much weight.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            if (!CharData.CanSeeObj(victim, obj))
            {
                SocketConnection.Act("$N&n can't see it.", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }

            obj.RemoveFromChar();
            obj.ObjToChar(victim);

            // Prevent item duplication.
            CharData.SavePlayer(ch);
            CharData.SavePlayer(victim);

            SocketConnection.Act("You give $p&n to $N&n.", ch, obj, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n gives you $p&n.", ch, obj, victim, SocketConnection.MessageTarget.victim);
            SocketConnection.Act("$n&n gives $p&n to $N&n.", ch, obj, victim, SocketConnection.MessageTarget.everyone_but_victim);

            //    prog_give_trigger( victim, ch, obj );

            if (Database.IsArtifact(obj.ObjIndexData.IndexNumber))
            {
                string buf = String.Format("{0} has given artifact {1} to {2}", ch.Name, obj.ObjIndexData.IndexNumber, victim.Name);
                Log.Trace(buf);
            }

            if (!victim.IsNPC())
            {
                return;
            }

            // Destroy the item so they can't kill the mob for the item.
            if (ch.CheckQuest(victim, obj, 0))
            {
                obj.RemoveFromWorld();
            }
            return;
        }
Example #24
0
        /// <summary>
        /// Charge into someone. Helps to have horns on your head.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Charge(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;

            /* Check player's level and class, mobs can use this skill */
            if (!ch.HasInnate(Race.RACE_CHARGE))
            {
                ch.SendText("You can't do that.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])) || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            else
            {
                ch.SendText("Charge who?\r\n");
                return;
            }

            /* charge me trap */
            if (ch == victim)
            {
                ch.SendText("You chase your tail for a while.\r\n");
                return;
            }

            ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["charge"].Delay));

            if (!ch.Fighting)
            {
                Combat.SetFighting(ch, victim);
            }
            if (!victim.Fighting)
            {
                Combat.SetFighting(victim, ch);
            }

            // Chance is based on level of charger and victim.
            int chance = (ch.Level * 2) - victim.Level + 25;
            if (chance > 95)
            {
                chance = 95;
            }

            if (ch.IsNPC() || MUDMath.NumberPercent() < chance)
            {
                Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "charge", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
            }
            else
            {
                Combat.InflictDamage(ch, victim, 0, "charge", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
            }

            return;
        }
Example #25
0
        public static void Group(CharData ch, string[] str)
        {
            if( ch == null ) return;

            // Group with no arguments should show group staus.
            if (str.Length == 0)
            {
                ch.ShowGroup();
                return;
            }

            if (!MUDString.IsPrefixOf(str[0], "all"))
            {
                int added = 0;
                foreach (CharData ivictim in ch.InRoom.People)
                {
                    if (ivictim == ch
                            || ivictim.FlightLevel != ch.FlightLevel
                            || ch.IsRacewar(ivictim))
                        continue;
                    if (((ivictim.IsNPC() && ivictim.HasActionBit(MobTemplate.ACT_PET))
                            || (!ivictim.IsNPC() && ivictim.IsConsenting(ch)))
                            && ivictim.Master == ch && !ivictim.GroupLeader)
                    {
                        ch.AddGroupMember(ivictim);
                        ++added;
                    }
                }
                if (added < 1)
                {
                    ch.SendText("No new group members.\r\n");
                }
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }
            if (ch == victim)
            {
                ch.RemoveFromGroup(victim);
                return;
            }
            if (ch.IsRacewar(victim) && !victim.IsNPC())
            {
                ch.SendText("You can't group with such slime!\r\n");
                return;
            }
            if (ch.IsSameGroup(victim))
            {
                if (ch.GroupLeader == ch)
                {
                    ch.RemoveFromGroup(victim);
                }
                else
                {
                    ch.SendText("Only the leader of a group may kick someone out.\r\n");
                }
                return;
            }
            if (ch.GroupLeader == null || ch.GroupLeader == ch)
            {
                string buf;
                if (victim.GroupLeader == null)
                {
                    if ((!victim.IsNPC() && !victim.IsConsenting(ch)) || (victim.IsNPC() && victim.Master != ch))
                    {
                        buf = String.Format("{0} doesn't want to be in your group.\r\n", victim.ShowNameTo(ch, true));
                        ch.SendText(buf);
                    }
                    else
                    {
                        ch.GroupLeader = ch;
                        ch.AddGroupMember(victim);
                    }
                }
                else
                {
                    buf = String.Format("{0} is in another group.\r\n", victim.ShowNameTo(ch, true));
                    ch.SendText(buf);
                }
            }
            else
            {
                ch.SendText("You must be the head of the group to add someone.\r\n");
            }
            return;
        }
Example #26
0
        /// <summary>
        /// Circle around behind someone and backstab them.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Circle(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;

            /* Verify that ch can circle. */
            if (!ch.IsNPC() && !ch.HasSkill("circle"))
            {
                ch.SendText("You'd better leave the assassination trade to those more skilled.\r\n");
                return;
            }

            /* No charmies or NPC's are allowed to circle. */
            if (ch.IsNPC() && ch.IsAffected(Affect.AFFECT_CHARM))
            {
                return;
            }

            /* Yeah, gallop around them without them noticing. */
            if (ch.Riding)
            {
                ch.SendText("You can't circle while mounted.\r\n");
                return;
            }

            /* Find the unlucky soul. */
            if (str.Length == 0)
            {
                victim = ch.Fighting;
            }
            else
            {
                if (!(victim = ch.GetCharRoom(str[0])))
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }

            /* No target. */
            if (!victim)
            {
                ch.SendText("Circle who?\r\n");
                return;
            }

            /* Run around yourself? Ok. */
            if (victim == ch)
            {
                ch.SendText("You spin around in a circle.  Whee!\r\n");
                return;
            }

            /* Check for protection of victim. */
            victim = Combat.CheckGuarding(ch, victim);
            if (Combat.IsSafe(ch, victim))
            {
                return;
            }

            // is_safe could wipe out victim, as it calls procs if a boss
            // check and see that victim is still valid
            if (!victim)
            {
                return;
            }

            /* Check if someone is attacking ch. */
            CharData roomChar = null;
            foreach (CharData irch in ch.InRoom.People)
            {
                if (irch.Fighting == ch)
                {
                    roomChar = irch;
                    break;
                }
            }
            if (roomChar)
            {
                ch.SendText("You're too busy being hit right now.\r\n");
                return;
            }

            Object obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one);
            if (!obj || obj.Values[3] != 11)
            {
                ch.SendText("You need to wield a piercing weapon.\r\n");
                return;
            }

            SocketConnection.Act("You circle around behind $N&n...", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n circles around behind $N&n...", ch, null, victim, SocketConnection.MessageTarget.room_vict);

            Crime.CheckAttemptedMurder(ch, victim);
            ch.WaitState(Skill.SkillList["circle"].Delay);

            if (ch.IsNPC() || MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["circle"] +
                    ch.GetCurrAgi() - victim.GetCurrAgi())
            {
                /* Don't always switch. */
                if (MUDMath.NumberPercent() < 40)
                {
                    Combat.StopFighting(victim, false);
                }
                Combat.SingleAttack(ch, victim, "circle", ObjTemplate.WearLocation.hand_one);
            }
            else
            {
                SocketConnection.Act("You failed to get around $M!", ch, null, victim, SocketConnection.MessageTarget.character);
            }

            ch.PracticeSkill("circle");

            return;
        }
Example #27
0
        /// <summary>
        /// Guard someone - try to prevent them from becoming the target of attacks.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Guard(CharData ch, string[] str)
        {
            if( ch == null ) return;
            CharData worldChar;

            if (ch.IsNPC())
                return;

            if (!ch.HasSkill("guard"))
            {
                ch.SendText("Guard!? You can't even protect yourself!\r\n");
                return;
            }

            if (str.Length == 0)
            {
                if (!((PC)ch).Guarding)
                {
                    ch.SendText("Guard who?\r\n");
                    return;
                }
                if (!((PC)ch).Guarding)
                {
                    string buf = "You are guarding " + (((PC)ch).Guarding.IsNPC() ?
                                 ((PC)ch).Guarding.ShortDescription : ((PC)ch).Guarding.Name) + ".\r\n";
                    ch.SendText(buf);
                    return;
                }
            }

            if (!MUDString.StringsNotEqual(str[0], "who"))
            {
                if (!((PC)ch).Guarding)
                {
                    ch.SendText("You are not guarding anyone.\r\n");
                }
                else
                {
                    SocketConnection.Act("You are guarding $N&n.", ch, null, ((PC)ch).Guarding, SocketConnection.MessageTarget.character);
                }
                foreach (CharData it in Database.CharList)
                {
                    worldChar = it;
                    if (worldChar.IsNPC())
                    {
                        continue;
                    }
                    if (((PC)worldChar).Guarding && ((PC)worldChar).Guarding == ch)
                    {
                        SocketConnection.Act("$N&n is guarding you.", ch, null, worldChar, SocketConnection.MessageTarget.character);
                    }
                }
                return;
            }

            CharData victim = ch.GetCharRoom(str[0]);
            if (!victim)
            {
                ch.SendText("You don't see them here.\r\n");
                return;
            }

            if (victim == ch)
            {
                ch.SendText("You no longer guard anyone.\r\n");
                ((PC)ch).Guarding = null;
                return;
            }

            if (ch.IsClass(CharClass.Names.paladin) && victim.IsEvil())
            {
                ch.SendText("Their blackened soul is hardly worth the effort.\r\n");
                return;
            }

            if (((PC)ch).Guarding)
            {
                SocketConnection.Act("$N&n stops guarding you.", ((PC)ch).Guarding, null, ch, SocketConnection.MessageTarget.character);
                SocketConnection.Act("You stop guarding $N&n.", ch, null, ((PC)ch).Guarding, SocketConnection.MessageTarget.character);
            }

            ((PC)ch).Guarding = victim;
            SocketConnection.Act("You now guard $N&n.", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n is now guarding you.", ch, null, victim, SocketConnection.MessageTarget.victim);
            return;
        }
Example #28
0
        /// <summary>
        /// Make a clone of something.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Clone(CharData ch, string[] str)
        {
            if( ch == null ) return;

            string text;
            Object obj;
            CharData mob;

            if (str.Length == 0)
            {
                ch.SendText("Clone what?\r\n");
                return;
            }

            if (str.Length > 1 && !MUDString.IsPrefixOf(str[0], "object"))
            {
                mob = null;
                obj = ch.GetObjHere(str[1]);
                if (obj == null)
                {
                    ch.SendText("You don't see that here.\r\n");
                    return;
                }
            }
            else if (str.Length > 1 && !MUDString.IsPrefixOf(str[0], "mobile") || (!MUDString.IsPrefixOf(str[0], "character")))
            {
                obj = null;
                mob = ch.GetCharRoom(str[1]);
                if (mob == null)
                {
                    ch.SendText("You don't see that here.\r\n");
                    return;
                }
            }
            else
            {
                mob = ch.GetCharRoom(str[0]);
                obj = ch.GetObjHere(str[0]);
                if (mob == null && obj == null)
                {
                    ch.SendText("You don't see that here.\r\n");
                    return;
                }
            }

            /* clone object */
            if (obj != null)
            {
                Object clone = Database.CreateObject(obj.ObjIndexData, 0);
                Database.CloneObject(obj, ref clone);
                if (obj.CarriedBy != null)
                {
                    clone.ObjToChar(ch);
                }
                else
                {
                    clone.AddToRoom(ch.InRoom);
                }
                Object.RecursiveClone(ch, obj, clone);

                SocketConnection.Act("$n has created $p.", ch, clone, null, SocketConnection.MessageTarget.room);
                SocketConnection.Act("You clone $p.", ch, clone, null, SocketConnection.MessageTarget.character);
                text = String.Format("{0} clones {1}.", ch.Name, clone.ShortDescription);
                ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LOAD, ch.GetTrust(), text);
                return;
            }
            if (mob != null)
            {
                if (!mob.IsNPC())
                {
                    ch.SendText("You can only clone mobiles.\r\n");
                    return;
                }

                CharData clone = Database.CreateMobile(mob.MobileTemplate);
                Database.CloneMobile(mob, clone);

                foreach (Object obj2 in mob.Carrying)
                {
                    Object newObj = Database.CreateObject(obj2.ObjIndexData, 0);
                    Database.CloneObject(obj2, ref newObj);
                    Object.RecursiveClone(ch, obj2, newObj);
                    newObj.ObjToChar(clone);
                    newObj.WearLocation = obj2.WearLocation;
                }

                clone.AddToRoom(ch.InRoom);
                SocketConnection.Act("$n has created $N.", ch, null, clone, SocketConnection.MessageTarget.room);
                SocketConnection.Act("You clone $N.", ch, null, clone, SocketConnection.MessageTarget.character);
                text = String.Format("{0} clones {1}.", ch.Name, clone.ShortDescription);
                ImmortalChat.SendImmortalChat(ch, ImmortalChat.IMMTALK_LOAD, ch.GetTrust(), text);
                return;
            }
        }
Example #29
0
        /// <summary>
        /// Bash. Usable to initiate combat and during combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Bash(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;

            /* Check player's level and class, mobs can use this skill */
            if ((!ch.HasSkill("bash")))
            {
                ch.SendText("You'd better leave that to those with more skills.\r\n");
                return;
            }

            if (ch.IsBlind() && !ch.Fighting)
            {
                return;
            }

            /* Verify a target. */
            CharData victim = ch.Fighting;
            if (str.Length != 0)
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't anywhere to be found.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            /* Bash self? Ok! */
            // Toned down the damage cuz you can't really bash yourself
            // like you could with someone else.
            if (victim == ch)
            {
                ch.SendText("You throw yourself to the ground!\r\n");
                SocketConnection.Act("$N&n knocks $mself to the ground.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.kneeling;
                ch.WaitState((Skill.SkillList["bash"].Delay * 8) / 10);
                Combat.InflictDamage(ch, ch, MUDMath.NumberRange(1, 3), "bash", ObjTemplate.WearLocation.none,
                        AttackType.DamageType.bludgeon);
                return;
            }

            /* Check size of ch vs. victim. */
            /* If ch is too small. */
            if (ch.CurrentSize < victim.CurrentSize)
            {
                SocketConnection.Act("$N&n is too big for you to bash!", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }
            /* Ch 2 or more sizes larger than victim => bad! */
            if (ch.CurrentSize - 2 > victim.CurrentSize)
            {
                SocketConnection.Act("You nearly topple over as you try to bash $N&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n nearly topples over as $e attempts to bash you.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n nearly topples over as $e attempts to bash $N&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.WaitState((Skill.SkillList["bash"].Delay));
                ch.CurrentPosition = Position.kneeling;
                if (victim.Fighting == null)
                {
                    Combat.SetFighting(victim, ch);
                }
                return;
            }

            /* Lag to basher from bash. Pets get more lag because pets are cheesy */
            if (!ch.IsNPC())
            {
                ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["bash"].Delay));
            }
            else
            {
                ch.WaitState((Skill.SkillList["bash"].Delay * 6 / 5));
            }

            /* Base chance to bash, followed by chance modifications. */
            if (ch.IsNPC())
            {
                chance = (ch.Level * 3) / 2 + 15;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["bash"] - 5;
            }

            if (victim.CurrentPosition < Position.fighting)
            {
                chance /= 5; //used to be 0
            }
            else
            {
                chance += ch.GetCurrAgi() - victim.GetCurrAgi();
            }

            if (chance > 95)
            {
                chance = 95;
            }

            Object obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one);
            if (!obj)
            {            /* No primary item. */
                if (!(obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two)))
                {          /* No items in hand. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("You lower your shoulder and attempt to bash without a shield...\r\n");
                    }
                    else
                    {
                        chance -= 3; // Hidden penalty for not having a shield
                    }
                }
                else if (obj.ItemType != ObjTemplate.ObjectType.shield)
                {          /* Secondary item isn't a shield, no primary. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Bashing without a shield is tough, but you try anyway...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Small hidden penalty for not having a shield
                    }
                }          /* Secondary item is a shield, no primary. */
                else if (ch.IsClass(CharClass.Names.paladin) || ch.IsClass(CharClass.Names.antipaladin))
                {
                    chance += 3; // Small hidden bonus for having a shield
                }
            }
            else if (obj.ItemType != ObjTemplate.ObjectType.shield)
            {            /* Primary item isn't a shield. */
                if (!(obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two)))
                {          /* No secondary. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Without a shield, bashing is a wistful thought, but you try anyway...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Hidden penalty for not having a shield
                    }
                }
                else if (obj.ItemType != ObjTemplate.ObjectType.shield)
                {          /* Secondary item is not a shield. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Without a shield, your shoulder bash is but wishful thinking...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Hidden penalty for not having a shield
                    }
                }
                else if (ch.IsClass(CharClass.Names.paladin) || ch.IsClass(CharClass.Names.antipaladin))
                {          /* Secondary is a shield. */
                    chance += 3; // Small hidden bonus for having a shield
                }
                else if (ch.IsClass(CharClass.Names.ranger))
                {
                    chance -= 8;
                }
                else if (ch.IsClass(CharClass.Names.warrior))
                {
                    chance -= 5;
                }
            }

            // Centaurs are awful damned hard to bash -- Xangis
            if (victim.GetRace() == Race.RACE_CENTAUR)
            {
                chance -= 25;
            }

            // damned high penalty for bashing blind
            if (ch.IsAffected(Affect.AFFECT_BLIND) && !victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 10;
            }
            if (ch.IsAffected(Affect.AFFECT_BLIND) && victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 4;
            }

            ch.PracticeSkill("bash");

            /* Start a fight if not already in one. */
            if (ch != victim)
            {
                if (!ch.Fighting)
                {
                    Combat.SetFighting(ch, victim);
                }
                if (!victim.Fighting)
                {
                    Combat.SetFighting(victim, ch);
                }
            }

            string lbuf = "Bash: " + ch.Name + " bashing " + victim.Name + " with " + chance + " chance.";
            ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, lbuf);

            /* Do the bash, deal the damage. */
            if (MUDMath.NumberPercent() < chance)
            {
                /* Hit the bash. */
                if (victim.IsAffected(Affect.AFFECT_SINGING))
                {
                    victim.RemoveAffect(Affect.AFFECT_SINGING);
                    SocketConnection.Act("$n&n chokes on a note and falls silent as $e slams into the ground!", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("You abort your singing!\r\n");
                }
                if (victim.IsAffected(Affect.AFFECT_CASTING))
                {
                    victim.RemoveAffect(Affect.AFFECT_CASTING);
                    SocketConnection.Act("$n&n's eyes roll back in $s head and $e forgets all about $s spell.", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("Being knocked over so forcefully makes it hard to cast.\r\n");
                }
                if (!Combat.CheckTumble(victim))
                {
                    victim.WaitState(((Skill.SkillList["bash"].Delay * 5) / 6));
                    if (victim.CurrentPosition > Position.kneeling)
                    {
                        victim.CurrentPosition = Position.kneeling;
                    }
                    victim.SendText("You are knocked to the ground!\r\n");
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "bash", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
                else
                {
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, (ch.Level / 3)), "bash", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                    victim.SendText("You roll with the blow, finally landing on your feet.\r\n");
                    SocketConnection.Act("$n&n rolls with the blow, finally landing on $s feet.", victim, null, null, SocketConnection.MessageTarget.room);
                }
            }
            else
            { /* Miss the bash. */
                SocketConnection.Act("As $N&n avoids your bash, you topple to the &n&+yground&n with a loud crash.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n crashes to the &n&+yground&n as you sidestep $s bash.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n misses $s bash at $N&n and is driven to the &n&+yground&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.kneeling;
            }

            return;
        }
Example #30
0
        /// <summary>
        /// Makes any character instantly sober.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Sober(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData realChar = ch.GetChar();
            CharData victim;
            string arg = String.Empty;

            if (!realChar.Authorized("sober"))
            {
                return;
            }

            if (!(victim = ch.GetCharRoom(arg)))
            {
                ch.SendText("They aren't here.\r\n");
                return;
            }

            if (victim.IsNPC())
            {
                ch.SendText("Not on mobs.\r\n");
                return;
            }

            ((PC)victim).Drunk = 0;

            ch.SendText("Done.\r\n");
            victim.SendText("You feel sober again.\r\n");

            return;
        }