Example #1
0
 public EditValues(ObjTemplate.ObjectType type, int[] values, String text, Area area)
 {
     _area = area;
     InitializeComponent();
     _values = values;
     _type = type;
     lblObjectName.Text = text;
     RefreshWindowContents();
 }
Example #2
0
 /// <summary>
 /// Copy constructor.
 /// </summary>
 /// <param name="obj"></param>
 public ObjTemplate(ObjTemplate obj)
 {
     this._affected   = new List <Affect>(obj._affected);
     this._affectedBy = new int[obj._affectedBy.Length];
     obj._affectedBy.CopyTo(_affectedBy, 0);
     this._antiFlags = new int[obj._antiFlags.Length];
     obj._antiFlags.CopyTo(_antiFlags, 0);
     this._area               = obj._area;
     this._condition          = obj._condition;
     this._cost               = obj._cost;
     this._count              = 0;
     this._craftsmanshipLevel = obj._craftsmanshipLevel;
     this._customActions      = new List <CustomAction>(obj._customActions);
     this._extraDescriptions  = new List <ExtendedDescription>(obj._extraDescriptions);
     this._extraFlags         = new int[obj._extraFlags.Length];
     obj._extraFlags.CopyTo(_extraFlags, 0);
     this._fullDescription  = obj._fullDescription;
     this._indexNumber      = obj._area.HighObjIndexNumber + 1;
     this._itemType         = obj._itemType;
     this._level            = obj._level;
     this._material         = obj._material;
     this._maxNumber        = obj._maxNumber;
     this._name             = obj._name;
     this._scarcity         = obj._scarcity;
     this._shortDescription = obj._shortDescription;
     this._size             = obj._size;
     this._specFun          = new List <ObjSpecial>(obj._specFun);
     this._specFunName      = obj._specFunName;
     this._spellEffects     = new List <SpellEntry>(obj._spellEffects);
     this._trap             = obj._trap;
     this._values           = new int[obj._values.Length];
     obj._values.CopyTo(_values, 0);
     this._volume    = obj._volume;
     this._wearFlags = new int[obj._wearFlags.Length];
     obj._wearFlags.CopyTo(_wearFlags, 0);
     this._weight = obj._weight;
     ++_numObjIndex;
 }
Example #3
0
        /// <summary>
        /// Retrieves a character's current damroll for a given weapon location.
        /// </summary>
        /// <param name="weapon"></param>
        /// <returns></returns>
        public int GetDamroll( ObjTemplate.WearLocation weapon )
        {
            ObjTemplate.WearLocation otherWeapon;

            if( weapon == ObjTemplate.WearLocation.hand_one )
                otherWeapon = ObjTemplate.WearLocation.hand_two;
            else if( weapon == ObjTemplate.WearLocation.hand_two )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else if( weapon == ObjTemplate.WearLocation.hand_three )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else if( weapon == ObjTemplate.WearLocation.hand_four )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else
            {
                string buf = "GetDamroll(): Invalid weapon location " + weapon + " on " + Name + ".";
                Log.Error( buf, 0 );
                return 0;
            }

            int damr = Damroll + StrengthModifier.Table[ GetCurrStr() ].DamageModifier;

            if (CharacterClass.ClassNumber == CharClass.Names.monk || CharacterClass.ClassNumber == CharClass.Names.mystic)
            {
                int count;
                damr += MonkStance.GetMonkStance(((PC)this).Stance).DamrollModifier;
                for( count = 0; count < 5; ++count )
                {
                    if (Level >= MonkStance.GetMonkStance(((PC)this).Stance).DamPlus[count])
                        damr++;
                }
            }

            Object wield = Object.GetEquipmentOnCharacter( this, weapon );

            // TODO: FIXME: BUG: Don't just cast the AttackType.DamageType.  Fix the object format so this is valid info.
            if (CharacterClass.ClassNumber == CharClass.Names.antipaladin && wield && wield.ItemType == ObjTemplate.ObjectType.weapon
                    && wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) && wield.Values[ 3 ] == (int)AttackType.DamageType.slash )
                damr += Level / 9;

            // TODO: FIXME: BUG: Don't just cast the AttackType.DamageType.  Fix the object format so this is valid info.
            if (CharacterClass.ClassNumber == CharClass.Names.paladin && wield && wield.ItemType == ObjTemplate.ObjectType.weapon
                    && wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) && wield.Values[ 3 ] == (int)AttackType.DamageType.slash )
                damr += Level / 9;

            Object otherWield = Object.GetEquipmentOnCharacter( this, otherWeapon );
            if( !otherWield )
            {
                return Math.Min( damr, Level );
            }
            if( otherWield.ItemType != ObjTemplate.ObjectType.weapon )
            {
                return Math.Min( damr, Level );
            }
            foreach( Affect aff in otherWield.ObjIndexData.Affected )
            {
                foreach (AffectApplyType apply in aff.Modifiers)
                {
                    if (apply.Location == Affect.Apply.damroll)
                        damr -= apply.Amount;
                }
            }
            foreach( Affect aff in otherWield.Affected)
            {
                foreach (AffectApplyType apply in aff.Modifiers)
                {
                    if (apply.Location == Affect.Apply.damroll)
                        damr -= apply.Amount;
                }
            }
            return Math.Min( damr, Level );
        }
Example #4
0
        /// <summary>
        /// Equip a char with an object.
        /// </summary>
        /// <param name="obj">The object.</param>
        /// <param name="iWear">The equipment slot to place the object on.</param>
        public void EquipObject( ref Object obj, ObjTemplate.WearLocation iWear )
        {
            int aff;

            if( obj == null )
                return;

            if( Object.GetEquipmentOnCharacter( this, iWear ) )
            {
                string buf = String.Format( "CharData.EquipObject(): {0} already equipped at slot {1}.", Name, iWear );
                Log.Error( buf, 0 );
                return;
            }

            if( ( obj.HasFlag( ObjTemplate.ITEM_ANTI_EVIL ) && IsEvil() )
                    || ( obj.HasFlag( ObjTemplate.ITEM_ANTI_GOOD ) && IsGood() )
                    || ( obj.HasFlag( ObjTemplate.ITEM_ANTI_NEUTRAL ) && IsNeutral() ) )
            {
                SocketConnection.Act( "You are zapped by $p&n and drop it.", this, obj, null, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n&n is zapped by $p&n and drops it.", this, obj, null, SocketConnection.MessageTarget.room );
                obj.RemoveFromChar();
                obj.AddToRoom( InRoom );
                return;
            }

            ArmorPoints -= Object.GetArmorClassModifer( obj, iWear );
            obj.WearLocation = iWear;
            CarryNumber--;

            foreach (Affect affect in obj.ObjIndexData.Affected)
            {
                ApplyAffectModifiers(affect, true);
            }
            foreach (Affect affect in obj.Affected)
            {
                ApplyAffectModifiers(affect, true);
            }

            if (obj.ItemType == ObjTemplate.ObjectType.light
                    && obj.Values[2] != 0 && InRoom)
            {
                ++InRoom.Light;
            }

            for( aff = 0; aff < Limits.NUM_AFFECT_VECTORS; aff++ )
                AffectedBy[ aff ] = AffectedBy[ aff ] | obj.AffectedBy[ aff ];

            if (!IsNPC() && Socket.Terminal == SocketConnection.TerminalType.TERMINAL_ENHANCED)
            {
                Command.Equipment(this, new string[] { "" } );
            }

            return;
        }
Example #5
0
 public Target(ObjTemplate obj)
 {
     _objTemplate = obj;
     _type = TargetType.object_template;
 }
Example #6
0
 /// <summary>
 /// Copy constructor.
 /// </summary>
 /// <param name="obj"></param>
 public ObjTemplate(ObjTemplate obj)
 {
     this._affected = new List<Affect>(obj._affected);
     this._affectedBy = new int[obj._affectedBy.Length];
     obj._affectedBy.CopyTo(_affectedBy, 0);
     this._antiFlags = new int[obj._antiFlags.Length];
     obj._antiFlags.CopyTo(_antiFlags, 0);
     this._area = obj._area;
     this._condition = obj._condition;
     this._cost = obj._cost;
     this._count = 0;
     this._craftsmanshipLevel = obj._craftsmanshipLevel;
     this._customActions = new List<CustomAction>(obj._customActions);
     this._extraDescriptions = new List<ExtendedDescription>(obj._extraDescriptions);
     this._extraFlags = new int[obj._extraFlags.Length];
     obj._extraFlags.CopyTo(_extraFlags, 0);
     this._fullDescription = obj._fullDescription;
     this._indexNumber = obj._area.HighObjIndexNumber + 1;
     this._itemType = obj._itemType;
     this._level = obj._level;
     this._material = obj._material;
     this._maxNumber = obj._maxNumber;
     this._name = obj._name;
     this._scarcity = obj._scarcity;
     this._shortDescription = obj._shortDescription;
     this._size = obj._size;
     this._specFun = new List<ObjSpecial>(obj._specFun);
     this._specFunName = obj._specFunName;
     this._spellEffects = new List<SpellEntry>(obj._spellEffects);
     this._trap = obj._trap;
     this._values = new int[obj._values.Length];
     obj._values.CopyTo(_values, 0);
     this._volume = obj._volume;
     this._wearFlags = new int[obj._wearFlags.Length];
     obj._wearFlags.CopyTo(_wearFlags, 0);
     this._weight = obj._weight;
     ++_numObjIndex;
 }
Example #7
0
        /// <summary>
        /// Sends a damage message to a player.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <param name="damage"></param>
        /// <param name="skill"></param>
        /// <param name="weapon"></param>
        /// <param name="immune"></param>
        static void SendDamageMessage( CharData ch, CharData victim, int damage, string skill, ObjTemplate.WearLocation weapon, bool immune )
        {
            if( victim.CurrentPosition == Position.sleeping )
            {
                SocketConnection.Act( "$n&n has a rude awakening!", victim, null, null, SocketConnection.MessageTarget.room );
                victim.CurrentPosition = Position.resting;
                SetFighting( victim, ch );
            }

            if (skill == "bash")
            {
                SocketConnection.Act( "You send $N&n crashing to the &n&+yground&n with your powerful bash.", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n&n's powerful bash sends you sprawling!", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "$n&n sends $N&n sprawling with a powerful bash!", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return;
            }

            if (skill == "headbutt")
            {
                if( ch != victim && damage > victim.Hitpoints + 10 )
                {
                    // a killing blow needs some nice verbage
                    SocketConnection.Act( "You swiftly split $N&n's skull with your forehead, sending &+Rblood&n&+r and brains&n flying!",
                        ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "$n&n rears back and splits $N&n's skull with $s forehead!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                    SocketConnection.Act( "&+RBlood&n&+r and brains&n splatter everywhere as $N&n goes limp and collapses.",
                        ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                    SocketConnection.Act( "$n&n's forehead smashes into you, crushing your skull and bringing on a wave of &+Lblackness&n.",
                        ch, null, victim, SocketConnection.MessageTarget.victim );
                    //deal some decent damage
                }
                else if( ch != victim && damage > 100 )
                {
                    // a pretty nasty headbutt
                    SocketConnection.Act( "Your headbutt smashes into $N&n's skull.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "$n&n's headbutt smashes into $N&n's skull.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                    SocketConnection.Act( "$n&n's head smashes into you, sending you reeling.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    //deal some decent damage
                }
                else if( ch != victim )
                {
                    SocketConnection.Act( "$n&n's headbutt leaves a red welt on $N&n's forehead.", ch,
                        null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                    SocketConnection.Act( "Your headbutt leaves a red welt on $N&n's forehead.", ch,
                        null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "$n&n's headbutt leaves a red welt on your forehead.", ch,
                        null, victim, SocketConnection.MessageTarget.victim );
                }

                /* left the damage to self messages in the Command.Headbutt() function
                * because they are a little too tricky to implement through
                * this function */
                return;
            }

            if (skill == "bodyslam" && ch != victim)
            {
                SocketConnection.Act( "You bodyslam $N&n!", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n&n bodyslams you!\r\nYou are stunned!", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "$n&n bodyslams $N&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
            }

            if (skill == "instant kill")
            {
                switch( MUDMath.NumberRange( 1, 3 ) )
                {
                    case 1:
                    case 2:
                        SocketConnection.Act( "You place your weapon in the back of $N&n, resulting in some strange noises, some blood, and a corpse!", ch, null, victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "You realize you should have kept your vital organs somewhere safe as $n&n stabs you to death.", ch, null, victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "$n&n places $s weapon in the back of $N&n, resulting in some strange noises, some blood, and a corpse!", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                        break;
                    case 3:
                        SocketConnection.Act( "You place your weapon in the back of $N&n with such force that it comes out the other side!", ch, null, victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "$n&n ends your life with a well-placed backstab.", ch, null, victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "$n&n places $s weapon in the back of $N&n with such force that it comes out the other side!", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                        break;
                }
                return;
            }

            // Multiple backstab messages, feel free to add more.
            if (skill == "backstab" && damage > 0)
            {
                switch( MUDMath.NumberRange( 1, 4 ) )
                {
                    case 1:
                        SocketConnection.Act( "$N&n howls in agony as you pierce $S backbone!", ch, null, victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "You howl in agony as you feel &+rpain&n in your back!", ch, null, victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "$N&N howls in agony as $n&n pierces $S backbone!", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                        break;
                    case 2:
                        SocketConnection.Act( "You place your $p&n silently and skillfully through the spine of $N&n.", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "Your spine feels $p&n neatly slicing through it.", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "$n&n places $s $p&n into $N&n's back!", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.room_vict );
                        break;
                    case 3:
                        SocketConnection.Act( "Blood flies everywhere as you stab $N&n in the back!", ch, null, victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "You feel a sharp stabbing sensation in your back!", ch, null, victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "Blood flies everywhere as $n&n places $s $p&n into $N&n's back!", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.room_vict );
                        break;
                    case 4:
                        SocketConnection.Act( "You smile with perverse pleasure as your $p&n plunges through $N&n's soft tissue, piercing vital organs.", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.character );
                        SocketConnection.Act( "$n&n smiles with perverse pleasure as $s $p&n plunges through $N&n's soft tissue, piercing vital organs.", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.victim );
                        SocketConnection.Act( "$n&n smile with perverse pleasure as $s $p&n plunges through $N&n's soft tissue, piercing vital organs.", ch, Object.GetEquipmentOnCharacter( ch, weapon ), victim, SocketConnection.MessageTarget.room_vict );
                        break;

                }
                return;
            }
            if (skill == "poison weapon" || skill == "poison"
                    || skill == "poison bite")
                return;

            string vp1;
            string attack;
            string buf1;
            string buf2;
            string buf3;
            string buf4;
            string buf5;

            // Adjectives based on amount of damage done.
            string adjective = String.Empty;
            if( damage > 100 )
            {
                adjective = " godly";
            }
            else if( damage > 75 )
            {
                adjective = " devastating";
            }
            else if( damage > 55 )
            {
                adjective = " mighty";
            }
            else if( damage > 40 )
            {
                adjective = " awesome";
            }
            else if( damage > 25 )
            {
                adjective = " powerful";
            }
            else if( damage > 4 )
            {
                adjective = String.Empty;
            }  // no message modifier for normal hits
            else if( damage > 2 )
            {
                adjective = " mediocre";
            }
            else if( damage > 0 )
            {
                adjective = " feeble";
            }

            string vp2 = String.Empty;
            if( damage == 0 )
            {
                vp1 = "misses";
                vp2 = String.Empty;
            }
            else
            {
                damage *= 100;
                if( victim.Hitpoints > 0 )
                    damage /= victim.Hitpoints;

                if( damage <= 1 )
                {
                    vp1 = "scratches";
                }
                else if( damage <= 2 )
                {
                    vp1 = "grazes";
                }
                else if( damage <= 3 )
                {
                    vp1 = "hits";
                }
                else if( damage <= 4 )
                {
                    vp1 = "hits";
                    vp2 = " hard";
                }
                else if( damage <= 5 )
                {
                    vp1 = "hits";
                    vp2 = " very hard";
                }
                else if( damage <= 10 )
                {
                    vp1 = "mauls";
                }
                else if( damage <= 15 )
                {
                    vp1 = "decimates";
                }
                else if( damage <= 20 )
                {
                    vp1 = "makes";
                    vp2 = " stagger in pain";
                }
                else if( damage <= 25 )
                {
                    vp1 = "maims";
                }
                else if( damage <= 30 )
                {
                    vp1 = "mutilates";
                }
                else if( damage <= 40 )
                {
                    vp1 = "disembowels";
                }
                else if( damage <= 50 )
                {
                    vp1 = "eviscerates";
                }
                else if( damage <= 75 )
                {
                    vp1 = "enshrouds";
                    vp2 = " in a mist of blood";
                }
                else
                {
                    vp1 = "beats the crap out of";
                }
            }

            string punct = ( damage <= 40 ) ? "." : "!";

            if (skill == "barehanded fighting")
            {
                if( ch.GetRace() >= Race.RaceList.Length )
                {
                    Log.Error( "SendDamageMessage:  {0} invalid race", ch.GetRace() );
                    ch.SetPermRace( 0 );
                }

                attack = Race.RaceList[ ch.GetRace() ].DamageMessage;

                buf1 = String.Format( "Your{0} {1} {2} $N&n{3}{4}", adjective, attack, vp1, vp2, punct );
                buf2 = String.Format("$n&n's{0} {1} {2} you{3}{4}", adjective, attack, vp1, vp2, punct);
                buf3 = String.Format("$n&n's{0} {1} {2} $N&n{3}{4}", adjective, attack, vp1, vp2, punct);
                buf4 = String.Format("You{0} {1} {2} yourself{3}{4}", adjective, attack, vp1, vp2, punct);
                buf5 = String.Format("$n&n's{0} {1} {2} $m{3}{4}", adjective, attack, vp1, vp2, punct);
            }
            else
            {
                if (!String.IsNullOrEmpty(skill))
                    attack = Skill.SkillList[skill].DamageText;
                else
                {
                    string buf = String.Format( "SendDamageMessage: bad damage type {0} for {1} damage caused by {2} to {3} with weapon {4}.",
                                                skill,
                                                damage,
                                                ch.Name,
                                                victim.Name,
                                                weapon );
                    Log.Error( buf, 0 );
                    skill = "barehanded fighting";
                    attack = AttackType.Table[ 0 ].Name;
                }

                if( immune )
                {
                    buf1 = String.Format("$N&n seems unaffected by your {0}!", attack);
                    buf2 = String.Format("$n&n's {0} seems powerless against you.", attack);
                    buf3 = String.Format("$N&n seems unaffected by $n&n's {0}!", attack);
                    buf4 = String.Format("Luckily, you seem immune to {0}.", attack);
                    buf5 = String.Format("$n&n seems unaffected by $s own {0}.", attack);
                }
                else
                {
                    if (skill != "barehanded fighting" && IsWieldingPoisoned(ch, weapon))
                    {
                        buf1 = String.Format("Your poisoned {0} {1} $N&n{2}{3}", attack, vp1, vp2, punct);
                        buf2 = String.Format("$n&n's poisoned {0} {1} you{2}{3}", attack, vp1, vp2, punct);
                        buf3 = String.Format("$n&n's poisoned {0} {1} $N&n{2}{3}", attack, vp1, vp2, punct);
                        buf4 = String.Format("Your poisoned {0} {1} you{2}{3}", attack, vp1, vp2, punct);
                        buf5 = String.Format("$n&n's poisoned {0} {1} $m{2}{3}", attack, vp1, vp2, punct);
                    }
                    else
                    {
                        buf1 = String.Format("Your{0} {1} {2} $N&n{3}{4}", adjective, attack, vp1, vp2, punct);
                        buf2 = String.Format("$n&n's{0} {1} {2} you{3}{4}", adjective, attack, vp1, vp2, punct);
                        buf3 = String.Format("$n&n's{0} {1} {2} $N&n{3}{4}", adjective, attack, vp1, vp2, punct);
                        buf4 = String.Format("You{0} {1} {2} yourself{3}{4}", adjective, attack, vp1, vp2, punct);
                        buf5 = String.Format("$n&n's{0} {1} {2} $m{3}{4}", adjective, attack, vp1, vp2, punct);
                    }
                }
            }

            if( victim != ch )
            {
                SocketConnection.Act( buf1, ch, null, victim, SocketConnection.MessageTarget.character, true );
                SocketConnection.Act( buf2, ch, null, victim, SocketConnection.MessageTarget.victim, true );
                SocketConnection.Act( buf3, ch, null, victim, SocketConnection.MessageTarget.room_vict, true );
            }
            else
            {
                SocketConnection.Act( buf4, ch, null, victim, SocketConnection.MessageTarget.character, true );
                SocketConnection.Act( buf5, ch, null, victim, SocketConnection.MessageTarget.room, true );
            }

            return;
        }
Example #8
0
        /// <summary>
        /// Hit one guy once.
        ///
        /// Hitroll is now done on a 200-sided die rather than a 20-sided die
        /// This allows for more dynamic modifiers to hitroll.
        /// i.e. a couple extra points of strength and whatnot _may_ make the
        /// difference between a hit and a miss rather than incrementing something
        /// every 10-20 points of an ability we can modify it every 1-2 points.
        /// </summary>
        /// <param name="ch">attacker</param>
        /// <param name="victim">person being attacked</param>
        /// <param name="skill">damage type being used (skill)</param>
        /// <param name="weapon">wear location of weapon (usually primary or secondary hand)</param>
        /// <returns>true if victim is killed, otherwise false</returns>
        public static bool SingleAttack(CharData ch, CharData victim, string skill, ObjTemplate.WearLocation weapon)
        {
            string text;
            int dam;
            int chance;

            /*
            * Can't beat a dead char!
            * Guard against weird room-leavings.
            */
            if( victim.CurrentPosition == Position.dead || victim.Hitpoints < -10 )
            {
                text = String.Format("SingleAttack: ch {0} fighting dead victim {1}.", ch.Name, victim.Name );
                Log.Error( text, 0 );
                ch.Fighting = null;
                if( ch.CurrentPosition == Position.fighting )
                    ch.CurrentPosition = Position.standing;
                return true;
            }
            if( ch.InRoom != victim.InRoom )
            {
                text = String.Format("SingleAttack: ch {0} not with victim {1}.", ch.Name, victim.Name );
                Log.Error( text, 0 );
                ch.Fighting = null;
                if( ch.CurrentPosition == Position.fighting )
                    ch.CurrentPosition = Position.standing;
                return false;
            }

            /* No casting/being para'd and hitting at the same time. */
            if ((ch.IsAffected(Affect.AFFECT_CASTING)) || ch.IsAffected(Affect.AFFECT_MINOR_PARA)
                    || ch.IsAffected(Affect.AFFECT_HOLD))
            {
                return false;
            }

            // Inertial barrier will prevent some attacks.  At the following levels a person
            // affected by inertial barrier will be able to avoid this percentage of attacks:
            // 1 = 7%  5 = 10%  10 = 13%  20 = 20%  30 = 27%  40 = 33%  50 = 39%  51 = 40%
            if (victim.IsAffected(Affect.AFFECT_INERTIAL_BARRIER) && MUDMath.NumberPercent() > (victim.Level * 2 / 3 + 7))
                return false;

            // Keep in mind that CheckRiposte returns a boolean.
            if (skill != "kick" && skill != "backstab" && skill != "circle" && CheckRiposte( ch, victim ) )
            {
                SingleAttack( victim, ch, String.Empty, ObjTemplate.WearLocation.hand_one );
                return false;
            }
            if (CheckParry(ch, victim) && skill != "backstab" && skill != "circle")
                return false;
            if (CheckShieldBlock(ch, victim) && skill != "backstab" && skill != "circle")
                return false;
            if (CheckDodge(ch, victim) && skill != "backstab" && skill != "circle")
                return false;

            /*
            * Figure out the type of damage message if we don't have an associated attack skill.
            */
            Object wield = Object.GetEquipmentOnCharacter( ch, weapon );
            if (String.IsNullOrEmpty(skill))
            {
                skill = "barehanded fighting";
                if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon )
                    skill = AttackType.Table[wield.Values[3]].SkillName;
            }

            /*
            * Weapon proficiencies.
            */
            string weaponGsn = "barehanded fighting";
            AttackType.DamageType damType = AttackType.DamageType.bludgeon;
            if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon )
            {
                if( wield.Values[ 3 ] >= 0 && wield.Values[ 3 ] < AttackType.Table.Length )
                {
                    weaponGsn = (AttackType.Table[wield.Values[3]].SkillName);
                    damType = AttackType.Table[ wield.Values[ 3 ] ].DamageInflicted;
                }
                else
                {
                    text = String.Format( "SingleAttack: bad weapon damage type {0} caused by {1} ({2}).",
                              skill, wield.Name, wield.ObjIndexData ?
                              wield.ObjIndexData.IndexNumber : -1 );
                    Log.Error( text, 0 );
                    wield.Values[ 3 ] = 0;
                }
            }

            /*
            * Calculate to-hit-armor-class-0 versus armor.
            */
            int hitroll00 = ch.CharacterClass.HitrollLevel0;
            int hitroll40 = ch.CharacterClass.HitrollLevel40;

            /* Weapon-specific hitroll and damroll */

            int hitroll = MUDMath.Interpolate( ch.Level, hitroll00, hitroll40 )
                          - ( ch.GetHitroll( weapon ) * 3 );
            int victimAC = Math.Max( -100, victim.GetAC() );

            // Added blindfighting skill - Xangis
            if( !CharData.CanSee( ch, victim ) )
            {
                if( ch.CheckSkill( "blindfighting" ) )
                {
                    victimAC -= 5;
                }
                else
                {
                    victimAC -= 40;
                }
            }

            /* Weapon proficiencies *
            *
            * The twohanded version of a weapon proficiency *MUST* follow the onehanded
            * version in the definitions.  This is stupid.
            */
            if( wield && wield.ItemType == ObjTemplate.ObjectType.weapon )
            {
                if( !wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) )
                {
                    if( ch.CheckSkill( weaponGsn ))
                    {
                        victimAC += 20;
                        ch.PracticeSkill( weaponGsn );
                    }
                }
                else
                {
                    // This is not going to work.
                    if (ch.CheckSkill(weaponGsn+1))
                    {
                        victimAC += 20;
                        ch.PracticeSkill(weaponGsn);
                    }
                }
            }
            else if( ch.CheckSkill("barehanded fighting"))
            {
                victimAC += 20;
            }

            /*
            * The moment of excitement!
            */
            int diceroll = MUDMath.NumberRange( 0, 199 );

            // Give them a small bonus if they can make a successful luck check.
            if( MUDMath.NumberPercent() <= ch.GetCurrLuck() )
                diceroll += 5;

            /* Made really lucky chars get saved by the godz. */
            if( diceroll == 0 || ( diceroll <= 196 && diceroll < hitroll - victimAC )
                     || ( MUDMath.NumberPercent() < victim.GetCurrLuck() / 40 ) )
            {
                /* Miss. */
                return InflictDamage(ch, victim, 0, skill, weapon, damType);
            }

            /*
            * Hit.
            * Calc damage.
            *
            * NPCs are more badass barehanded than players.  If they weren't
            * the game would be too damned easy since mobs almost never have
            * weapons.
            *
            * Increased mob damage by about 1/6
            * It was previously level/2 to level*3/2 (25-75 at 50, average 50)
            * It is now level*3/5 to level*10/6      (30-87 at 50, average 59)
            *
            * Added the + ch.level - 1 'cause mobs still not hittin' hard enough
            */
            if( ch.IsNPC() )
            {
                dam = MUDMath.NumberRange( ( ch.Level * 3 / 5 ), ( ch.Level * 14 / 8 ) )
                      + ( ch.Level - 1 );
                if (wield)
                {
                    dam += MUDMath.Dice(wield.Values[1], wield.Values[2]);
                }
                else if (ch.CheckSkill("unarmed damage"))
                {
                    dam += MUDMath.NumberRange(1, (ch.GetSkillChance("unarmed damage") / 12));
                }
            }
            else
            {
                if (wield)
                {
                    dam = MUDMath.Dice(wield.Values[1], wield.Values[2]);
                }
                else
                {
                    if (!ch.IsClass(CharClass.Names.monk))
                    {
                        dam = MUDMath.NumberRange(1, (2 + (int)ch.CurrentSize / 3));
                        if (ch.CheckSkill("unarmed damage"))
                        {
                            dam += MUDMath.NumberRange(1, (ch.GetSkillChance("unarmed damage") / 12));
                        }
                    }
                    else
                    {
                        int min;
                        // monk barehanded damage - Xangis
                        ch.PracticeSkill("unarmed damage");
                        chance = ch.GetSkillChance("unarmed damage");
                        if (chance < 13)
                        {
                            min = 1;
                        }
                        else
                        {
                            min = chance / 13;
                        }
                        // at max skill for barehanded and unarmed, a monk will get
                        // a damage of 7-38, an average of 22.5 damage per hit before
                        // modifiers.  This is slightly better than a 6d6 weapon (average of 21 dmg)
                        // this is slightly worse than a 6d7 weapon (average of 24 dmg)
                        dam = MUDMath.NumberRange(min, ((chance / 3) + min));
                    }
                }
                if( ( wield && dam > 1000 ) && ch.Level < Limits.LEVEL_AVATAR )
                {
                    text = String.Format( "SingleAttack damage range > 1000 from {0} to {1}",
                              wield.Values[ 1 ], wield.Values[ 2 ] );
                    Log.Error( text, 0 );
                }
            }

            /*
            * Played a character with an armor class of 126 (awful agility).
            * Wasn't getting pounded much at all.  Added a damage bonus applied
            * when the target's ac is worse than 100.
            *
            * This also means that someone who makes their weapon proficiency
            * check against someone with an ac of 81 or higher will also get a
            * damage bonus of 1% per ac point.
            *
            * This applies to mobs too, so if a mob has a terrible AC it will
            * get whacked harder.  I call this the "soft as a pudding" code.
            *
            * This would also make AC debuffs stronger if they can make ac worse
            * than 100.
            */
            if( victimAC > 100 )
            {
                dam += ( (victimAC - 100) * dam) / 100;
            }

            /*
            * Bonuses.
            */
            dam += ch.GetDamroll( weapon );

            /* Weapon proficiencies, players only */
            /* Up to 50% increase based on weapon skill */
            if (wield && !ch.IsNPC())
            {
                dam += dam * ch.GetSkillChance(weaponGsn) / 180;
            }

            /* Up to 33% for offense skill */
            /* This means someone that has mastered a weapon and offense
            automatically does double damage in combat */
            chance = ch.GetSkillChance("offense");
            dam += dam * chance / 270;

            /* Bad idea to get caught napping in a fight */
            if( !victim.IsAwake() )
                dam *= 2;

            /* Backstab: 2 + one per 9 levels, 7x damage at 50 */
            if (skill == "backstab")
            {
                // Cap was previously too low.  It has been raised because a merc that was previously
                // stabbing for 180 now stabs for 64.  Assassins will still be able to stab for
                // 175 and mercs for 116 with this revised cap.  Keep in mind that a sorc can easily
                // fist for 250.
                int cap = 100 + 12 * ch.Level;
                if( ch.IsClass(CharClass.Names.mercenary) || ch.IsClass(CharClass.Names.bard ))
                    cap = cap * 2 / 3;
                dam *= ( 2 + ( ch.Level / 9 ) );
                /* damage cap applied here */
                dam = Math.Min( dam, cap );
            }
            else if (skill == "circle")              /* 150% to 200% at lev. 50 */
                dam += dam / 2 + ( dam * ch.Level ) / 100;

            if( dam <= 0 )
                dam = 1;

            return InflictDamage(ch, victim, dam, skill, weapon, damType);
        }
Example #9
0
        /// <summary>
        /// Remove an object from a wear location.
        /// </summary>
        /// <param name="iWear"></param>
        /// <param name="replaceExisting"></param>
        /// <returns></returns>
        public bool RemoveObject(ObjTemplate.WearLocation iWear, bool replaceExisting)
        {
            Object obj;

            if( ( obj = Object.GetEquipmentOnCharacter( this, iWear ) ) == null )
                return true;

            if( !replaceExisting )
                return false;

            if( obj.HasFlag( ObjTemplate.ITEM_NODROP ) )
            {
                SocketConnection.Act( "Try as you might, you can't remove $p&n.", this, obj, null, SocketConnection.MessageTarget.character );
                return false;
            }

            UnequipObject( obj );
            SocketConnection.Act( "$n&n stops using $p&n.", this, obj, null, SocketConnection.MessageTarget.room );
            SocketConnection.Act( "You remove $p&n.", this, obj, null, SocketConnection.MessageTarget.character );
            return true;
        }
Example #10
0
        /// <summary>
        /// Places an object into a room.
        /// </summary>
        /// <param name="room"></param>
        /// <returns></returns>
        public bool AddToRoom( Room room )
        {
            if( room == null )
            {
                Log.Error( "Object.AddToRoom(): null room.", 0 );
                return false;
            }
            if( _objIndexData == null )
            {
                Log.Error( "Object.AddToRoom(): Object has null pIndexData.", 0 );
                return false;
            }
            if( _objIndexData.IndexNumber == StaticObjects.OBJECT_NUMBER_MONEY_ONE || _objIndexData.IndexNumber == StaticObjects.OBJECT_NUMBER_MONEY_SOME )
            {
                for( int i = (room.Contents.Count-1); i >= 0; i-- )
                {
                    Object obj2 = room.Contents[i];
                    switch( obj2._objIndexData.IndexNumber )
                    {
                        case StaticObjects.OBJECT_NUMBER_MONEY_ONE:
                        case StaticObjects.OBJECT_NUMBER_MONEY_SOME:
                            _objIndexData = Database.GetObjTemplate( StaticObjects.OBJECT_NUMBER_MONEY_SOME );
                            _name = _objIndexData.Name;
                            _shortDescription = _objIndexData.ShortDescription;
                            _fullDescription = _objIndexData.FullDescription;
                            _values[ 0 ] += obj2._values[ 0 ];
                            _values[ 1 ] += obj2._values[ 1 ];
                            _values[ 2 ] += obj2._values[ 2 ];
                            _values[ 3 ] += obj2._values[ 3 ];
                            obj2.RemoveFromWorld();
                            break;
                    }
                }
            }

            room.Contents.Insert(0, this );
            _inRoom = room;

            if( HasFlag( ObjTemplate.ITEM_LIT ) )
            {
                _inRoom.Light++;
            }

            return true;
        }
Example #11
0
 private void UpdateWindowContents( ObjTemplate obj )
 {
     txtCondition.Text = obj.Condition.ToString();
     txtFullDescription.Text = obj.FullDescription;
     txtName.Text = obj.Name;
     txtShortDescription.Text = obj.ShortDescription;
     txtIndexNumber.Text = obj.IndexNumber.ToString();
     txtWeight.Text = obj.Weight.ToString();
     txtLevel.Text = obj.Level.ToString();
     txtVolume.Text = obj.Volume.ToString();
     cbCraftsmanship.SelectedIndex = (int)obj.CraftsmanshipLevel;
     int item = cbMaterial.Items.IndexOf(obj.Material.ToString());
     cbMaterial.SelectedIndex = item;
     cbSize.SelectedIndex = (int)obj.Size;
     cbItemType.SelectedItem = obj.ItemType.ToString();
     txtMaxInGame.Text = obj.MaxNumber.ToString();
     txtExtraFlags.Text = obj.ExtraFlags[0].ToString();
     txtExtraFlags2.Text = obj.ExtraFlags[1].ToString();
     txtAffectFlags1.Text = obj.AffectedBy[0].ToString();
     txtAffectFlags2.Text = obj.AffectedBy[1].ToString();
     txtAffectFlags3.Text = obj.AffectedBy[2].ToString();
     txtAffectFlags4.Text = obj.AffectedBy[3].ToString();
     txtAffectFlags5.Text = obj.AffectedBy[4].ToString();
     txtUseFlags.Text = obj.UseFlags[0].ToString();
     txtUseFlags2.Text = obj.UseFlags[1].ToString();
     txtWearFlags.Text = obj.WearFlags[0].ToString();
     lstExtraDesc.Items.Clear();
     foreach (ExtendedDescription desc in obj.ExtraDescriptions)
     {
         lstExtraDesc.Items.Add( desc );
     }
     if (obj.SpecFun.Count > 0)
     {
         btnEditSpecials.ForeColor = System.Drawing.Color.Black;
     }
     else
     {
         btnEditSpecials.ForeColor = System.Drawing.Color.Gray;
     }
 }
Example #12
0
 private void btnNew_Click(object sender, EventArgs e)
 {
     ApplyWindowContents();
     ObjTemplate obj = new ObjTemplate();
     if( _area.HighObjIndexNumber >= 0 )
     {
         obj.IndexNumber = _area.HighObjIndexNumber + 1;
     }
     _area.Objects.Add( obj );
     _area.RebuildIndexes();
     UpdateObjList();
     SetControlAvailability();
     objectList.SelectedIndex = objectList.Items.Count - 1;
     UpdateWindowContents(obj);
     _parent.UpdateStatusBar();
 }
Example #13
0
 private void btnClone_Click(object sender, EventArgs e)
 {
     if (objectList.SelectedIndex == -1 || objectList.SelectedIndex > (objectList.Items.Count - 1))
     {
         MessageBox.Show("Cannot clone an object without a valid object selected.");
         return;
     }
     ApplyWindowContents();
     ObjTemplate obj = new ObjTemplate(_area.Objects[objectList.SelectedIndex]);
     if (_area.HighObjIndexNumber >= 0)
     {
         obj.IndexNumber = _area.HighObjIndexNumber + 1;
     }
     _area.Objects.Add(obj);
     _area.RebuildIndexes();
     UpdateObjList();
     SetControlAvailability();
     objectList.SelectedIndex = objectList.Items.Count - 1;
     UpdateWindowContents(obj);
     _parent.UpdateStatusBar();
 }
Example #14
0
 /// <summary>
 /// Parameterized constructor.
 /// </summary>
 /// <param name="name"></param>
 /// <param name="sfun"></param>
 public ObjSpecial(string name, ObjTemplate.ObjFun sfun)
 {
     _name = name;
     _function = sfun;
 }
Example #15
0
        /// <summary>
        /// Retrieves a character's current hitroll for a given weapon location.
        /// </summary>
        /// <param name="weapon"></param>
        /// <returns></returns>
        public int GetHitroll( ObjTemplate.WearLocation weapon )
        {
            ObjTemplate.WearLocation otherWeapon;

            if( weapon == ObjTemplate.WearLocation.hand_one )
                otherWeapon = ObjTemplate.WearLocation.hand_two;
            else if( weapon == ObjTemplate.WearLocation.hand_two )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else if( weapon == ObjTemplate.WearLocation.hand_three )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else if( weapon == ObjTemplate.WearLocation.hand_four )
                otherWeapon = ObjTemplate.WearLocation.hand_one;
            else
            {
                string buf = "GetHitroll(): Invalid weapon location " + weapon + " on " + Name + ".";
                Log.Error( buf, 0 );
                return 0;
            }

            int hitr = Hitroll + StrengthModifier.Table[ GetCurrStr() ].HitModifier;

            if (CharacterClass.ClassNumber == CharClass.Names.monk || CharacterClass.ClassNumber == CharClass.Names.mystic)
            {
                int count;
                hitr += MonkStance.GetMonkStance(( (PC)this ).Stance ).HitrollModifier;
                for( count = 0; count < 5; ++count )
                {
                    if (Level >= MonkStance.GetMonkStance(((PC)this).Stance).HitPlus[count])
                        hitr++;
                }
            }

            Object wield = Object.GetEquipmentOnCharacter( this, weapon );
            Object otherWield = Object.GetEquipmentOnCharacter( this, otherWeapon );

            if (CharacterClass.ClassNumber == CharClass.Names.antipaladin && wield && wield.ItemType == ObjTemplate.ObjectType.weapon
                    && wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) )
                hitr += Level / 9;

            if (CharacterClass.ClassNumber == CharClass.Names.paladin && wield && wield.ItemType == ObjTemplate.ObjectType.weapon
                    && wield.HasFlag( ObjTemplate.ITEM_TWOHANDED ) )
                hitr += Level / 9;

            if (CharacterClass.ClassNumber == CharClass.Names.ranger && wield && wield.ItemType == ObjTemplate.ObjectType.weapon
                    && otherWield && otherWield.ItemType == ObjTemplate.ObjectType.weapon )
                hitr += Level / 9;

            otherWield = Object.GetEquipmentOnCharacter( this, otherWeapon );
            if( !otherWield )
            {
                return Math.Min( hitr, Level );
            }

            if( otherWield.ItemType != ObjTemplate.ObjectType.weapon )
            {
                return Math.Min( hitr, Level );
            }

            foreach( Affect aff in otherWield.ObjIndexData.Affected )
            {
                foreach (AffectApplyType apply in aff.Modifiers)
                {
                    if (apply.Location == Affect.Apply.hitroll)
                    {
                        hitr -= apply.Amount;
                    }
                }
            }
            foreach( Affect aff in otherWield.Affected )
            {
                foreach (AffectApplyType apply in aff.Modifiers)
                {
                    if (apply.Location == Affect.Apply.hitroll)
                    {
                        hitr -= apply.Amount;
                    }
                }
            }

            return Math.Min( hitr, Level );
        }
Example #16
0
 /// <summary>
 /// Creates a level 1 object, flags it nosell, and gives it to the character.  Used
 /// for newbie equipment.
 /// </summary>
 /// <param name="indexNumber"></param>
 /// <param name="wearLocation"></param>
 public void NewbieObjToChar( int indexNumber, ObjTemplate.WearLocation wearLocation )
 {
     if( indexNumber == 0 )
     {
         return;
     }
     ObjTemplate index = Database.GetObjTemplate( indexNumber );
     if( index == null )
     {
         return;
     }
     Object obj = Database.CreateObject( index, 1 );
     if( obj != null )
     {
         obj.AddFlag( ObjTemplate.ITEM_NOSELL );
         obj.ObjToChar( this );
     }
     if( wearLocation != ObjTemplate.WearLocation.none )
     {
         EquipObject( ref obj, wearLocation );
     }
 }
Example #17
0
        /// <summary>
        /// Counts the number of occurrences of an object inside an object list.
        /// </summary>
        /// <param name="objTemplate"></param>
        /// <param name="list"></param>
        /// <returns></returns>
        public static int CountObjectInList( ObjTemplate objTemplate, List<Object> list )
        {
            int nMatch = 0;

            if( objTemplate == null )
            {
                Log.Error("Object.CountObjectInList: called with null ObjIndex", 0);
                return 0;
            }
            if( list == null )
            {
                Log.Error("Object.CountObjectInList: called with null Object list.", 0);
                return 0;
            }

            foreach( Object obj in list )
            {
                if( obj._objIndexData == null )
                {
                    Log.Error("Object.CountObjectInList: Object has no pIndexData", 0);
                    continue;
                }
                if( obj._objIndexData == objTemplate )
                {
                    nMatch++;
                }
            }

            return nMatch;
        }
Example #18
0
        /// <summary>
        /// Inflict damage from a single hit.  This could use some cleanup since it's way too unwieldy at more than 600 lines.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <param name="dam"></param>
        /// <param name="skill"></param>
        /// <param name="weapon"></param>
        /// <param name="damType"></param>
        /// <returns></returns>
        public static bool InflictDamage(CharData ch, CharData victim, int dam, string skill, ObjTemplate.WearLocation weapon, AttackType.DamageType damType)
        {
            if (ch == null || victim == null)
            {
                return false;
            }

            Object obj;
            bool critical = false;

            if( victim.CurrentPosition == Position.dead || victim.Hitpoints < -10 )
            {
                return true;
            }

            /*
            * Stop up any residual loopholes.
            */
            if( ( dam > 1276 ) && ch.Level < Limits.LEVEL_AVATAR )
            {
                string text;

                if (ch.IsNPC() && ch.Socket)
                {
                    text = String.Format("Damage: {0} from {1} by {2}: > 1276 points with {3} damage type!",
                              dam, ch.Name, ch.Socket.Original.Name, skill);
                }
                else
                {
                    text = String.Format("Damage: {0} from {1}: > 1276 points with {2} damage type!",
                              dam, ch.IsNPC() ? ch.ShortDescription : ch.Name, skill);
                }
                Log.Error( text, 0 );
                dam = 1276;
            }

            // Remove memorization and meditation bits - Xangis
            victim.BreakMeditate();
            victim.BreakMemorization();
            if (victim.IsAffected( Affect.AFFECT_MINOR_PARA))
            {
                SocketConnection.Act( "$n&n disrupts the magic preventing $N&n from moving.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                SocketConnection.Act( "You disrupt the magic preventing $N&n from moving.", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+YYou can move again.&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                victim.RemoveAffect( Affect.AFFECT_MINOR_PARA );
            }

            bool immune = false;
            if( victim != ch )
            {
                /*
                * Certain attacks are forbidden.
                * Most other attacks are returned.
                */
                victim = CheckGuarding( ch, victim );
                if( IsSafe( ch, victim ) )
                    return false;
                // is_safe could wipe out victim, as it calls procs if a boss
                // check and see that victim is still valid
                if( victim == null )
                    return true;
                Crime.CheckAttemptedMurder( ch, victim );
                if( victim.CurrentPosition > Position.stunned )
                {
                    if( !victim.Fighting )
                        SetFighting( victim, ch );
                    // Can't have prone people automatically stand
                    if( victim.CurrentPosition == Position.standing )
                        victim.CurrentPosition = Position.fighting;

                    if( !ch.Fighting )
                        SetFighting( ch, victim );

                    /*
                    * If NPC victim is following, ch might attack victim's master.
                    * No charm check here because charm would be dispelled from
                    * tanking mobile when combat ensues thus ensuring PC charmer is
                    * not harmed.
                    * Check for IsSameGroup wont work as following mobile is not
                    * always grouped with PC charmer
                    *
                    * Added a check for whether ch has switch skill.  If not,
                    * much lower chancing of retargetting
                    */
                    if( ch.IsNPC()
                            && victim.IsNPC()
                            && victim.Master
                            && victim.Master.InRoom == ch.InRoom
                            && MUDMath.NumberBits( 2 ) == 0 )
                    {
                        StartGrudge( ch, victim.Master, false );
                    }
                }

                /*
                * More charm stuff.
                */
                if( victim.Master == ch )
                {
                    StopFighting( victim, true );
                }

                ch.BreakInvisibility();

                /*
                * Hunting stuff...
                */
                if( dam != 0 && victim.IsNPC() )
                {
                    /* StartGrudge is combined StartHating and StartHunting */
                    StartGrudge( victim, ch, false );
                }

                /*
                * Damage modifiers.
                */

                // Critical hits for double damage
                // Average of 5% for those that have average luck
                // Gnomes could concievably have 10%
                if( MUDMath.NumberPercent() < ( 2 + ( ch.GetCurrLuck() / 18 ) ) && dam > 0 )
                {
                    ch.SendText( "&+WYou score a CRITICAL HIT!&n\r\n" );
                    dam *= 2;
                    critical = true;
                }

                if( victim.IsAffected( Affect.AFFECT_SANCTUARY ) )
                    dam /= 2;

                if( victim.IsAffected( Affect.AFFECT_PROTECT_EVIL ) && ch.IsEvil() )
                    dam -= dam / 8;
                else if( victim.IsAffected( Affect.AFFECT_PROTECT_GOOD ) && ch.IsGood() )
                    dam -= dam / 8;

                // Check stoneskin.  People not affected by a stoneskin affect
                // cannot lose their stoneskin for any reason.  This should mean
                // that mobs will keep their stoneskin and players should always
                // have a chance to lose it, since no player should ever be
                // setbit stoneskin.
                //
                // The bool value of found is used so that we can have them
                // take full damage when their stoneskin shatters, but get the
                // damage reduction if they are either a mob or their stoneskin
                // wears off that round.
                //
                /* Yeah, yeah.. so maybe backstabs shouldn't be aff'd. */
                // Actually they should be affected, but they should have a much
                // higher chance of getting through (say 30-70%).
                //
                // Critical hits will now go through stoneskin
                // automatically
                if (!critical && victim.IsAffected( Affect.AFFECT_STONESKIN) &&
                        ( skill != "backstab" || MUDMath.NumberPercent() < ( 25 + ch.Level ) ) )
                {
                    bool found = false;
                    for (int i = (victim.Affected.Count - 1); i >= 0; i--)
                    {
                        if( victim.Affected[i].HasBitvector( Affect.AFFECT_STONESKIN ) )
                        {
                            // Small chance of shattering the stoneskin on a good hit.
                            // Reduced chance by about 20%
                            if( dam >= 25 && MUDMath.NumberPercent() <= ( dam / 12 ) )
                            {
                                victim.SendText( "&+LYour stoneskin is shattered by the massive blow!&n\r\n" );
                                SocketConnection.Act( "$n&n's massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                                SocketConnection.Act( "Your massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.character );
                                victim.RemoveAffect(victim.Affected[i]);
                                found = true;
                            }
                            else if( dam > 0 ) // Added check for actual damage
                            {
                                for( int j = 0; j < victim.Affected[i].Modifiers.Count; j++ )
                                {
                                    victim.Affected[i].Modifiers[j].Amount--;
                                    if (victim.Affected[i].Modifiers[j].Amount < 1)
                                    {
                                        victim.RemoveAffect(victim.Affected[i]);
                                        victim.SendText("&+LYou feel your skin soften and return to normal.&n\r\n");
                                    }
                                    dam /= 15;
                                    found = true;
                                }
                            }
                        }
                    }
                    // This means they're Affect.AFFECT_STONESKIN as an innate/permenant.
                    // We will still allow it to shatter, but it will refresh itself
                    // upon a mob update.  Because of this, we make it easier to shatter.
                    // No damage reduction when it shatters.
                    if( !found )
                    {
                        if( dam >= 8 && MUDMath.NumberPercent() <= ( dam / 8 ) )
                        {
                            victim.SendText( "&+LYour stoneskin is shattered by the massive blow!&n\r\n" );
                            SocketConnection.Act( "$n&n's massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim );
                            SocketConnection.Act( "Your massive blow shatters $N&n's stoneskin!", ch, null, victim, SocketConnection.MessageTarget.character );
                            victim.RemoveAffect( Affect.AFFECT_STONESKIN );
                        }
                        else
                        {
                            dam = dam / 15 != 0 ? dam / 15 : 1;
                        }
                    }

                }

                if( dam < 0 )
                    dam = 0;

                /*
                * Check for disarm, trip, parry, dodge and shield block.
                */
                if (skill != "barehanded fighting" || skill == "kick")
                {
                    // Trip and disarm removed because those should be handled
                    // by each individual mob's special function.
                    if( ch.IsNPC()
                            && ch.HasInnate( Race.RACE_WEAPON_WIELD )
                            && MUDMath.NumberPercent() < Math.Min( 25, Math.Max( 10, ch.Level ) )
                            && !victim.IsNPC() )
                        UseMagicalItem( ch );
                }
            }

            switch( victim.CheckRIS( damType ) )
            {
                case Race.ResistanceType.resistant:
                    dam -= dam / 3;
                    break;
                case Race.ResistanceType.immune:
                    immune = true;
                    dam = 0;
                    break;
                case Race.ResistanceType.susceptible:
                    dam += dam / 2;
                    break;
                case Race.ResistanceType.vulnerable:
                    dam *= 2;
                    break;
                default:
                    break;
            }

            if( ( damType == AttackType.DamageType.wind || damType == AttackType.DamageType.gas || damType == AttackType.DamageType.asphyxiation )
                    && victim.IsAffected(Affect.AFFECT_DENY_AIR))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    ch.SendText( "&+CYou deny the damage.&n\r\n" );
                    immune = true;
                    dam = 0;
                }
                else
                    dam -= dam / 5;
            }
            if (damType == AttackType.DamageType.fire && victim.IsAffected( Affect.AFFECT_DENY_FIRE))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    ch.SendText( "&+rYou deny the damage.&n\r\n" );
                    immune = true;
                    dam = 0;
                }
                else
                    dam -= dam / 5;
            }
            if( ( damType == AttackType.DamageType.earth || damType == AttackType.DamageType.crushing )
                    && victim.IsAffected( Affect.AFFECT_DENY_EARTH))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    ch.SendText( "&+yYou deny the damage.&n\r\n" );
                    immune = true;
                    dam = 0;
                }
                else
                    dam -= dam / 5;
            }
            if( ( damType == AttackType.DamageType.water || damType == AttackType.DamageType.acid || damType == AttackType.DamageType.drowning )
                    && victim.IsAffected( Affect.AFFECT_DENY_WATER))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    ch.SendText( "&+bYou deny the damage.&n\r\n" );
                    immune = true;
                    dam = 0;
                }
                else
                    dam -= dam / 5;
            }

            // Check for protection spells that give 25% damage reduction - Xangis
            if (damType == AttackType.DamageType.fire && victim.IsAffected( Affect.AFFECT_PROTECT_FIRE))
                dam = ( dam * 3 ) / 4;
            else if (damType == AttackType.DamageType.cold && victim.IsAffected( Affect.AFFECT_PROTECT_COLD))
                dam = ( dam * 3 ) / 4;
            else if (damType == AttackType.DamageType.acid && victim.IsAffected( Affect.AFFECT_PROTECT_ACID))
                dam = ( dam * 3 ) / 4;
            else if (damType == AttackType.DamageType.gas && victim.IsAffected( Affect.AFFECT_PROTECT_GAS))
                dam = ( dam * 3 ) / 4;
            else if (damType == AttackType.DamageType.electricity && victim.IsAffected( Affect.AFFECT_PROTECT_LIGHTNING))
                dam = ( dam * 3 ) / 4;

            // Barkskin protects from 8% of slash and 12% of pierce damage.
            if (victim.IsAffected( Affect.AFFECT_BARKSKIN))
            {
                if (skill == "1h slashing" || skill == "2h slashing")
                    dam = dam * 11 / 12;
                else if (skill == "1h piercing" || skill == "2h piercing")
                    dam = dam * 7 / 8;
            }

            // Check for vampiric touch for anti-paladins and vampires
            if( weapon == ObjTemplate.WearLocation.hand_one || weapon == ObjTemplate.WearLocation.hand_two || weapon == ObjTemplate.WearLocation.hand_three || weapon == ObjTemplate.WearLocation.hand_four )
            {
                if( ( ( ch.IsClass(CharClass.Names.antipaladin) || ch.GetRace() == Race.RACE_VAMPIRE )
                        && skill == "barehanded fighting" && !Object.GetEquipmentOnCharacter(ch, weapon)) || (ch.IsAffected( Affect.AFFECT_VAMP_TOUCH)
                             && ( !( obj = Object.GetEquipmentOnCharacter( ch, weapon ) ) || obj.HasAffect( Affect.AFFECT_VAMP_TOUCH ) ) ) )
                {
                    ch.Hitpoints += dam / 3;
                    if( ch.Hitpoints > ( ch.GetMaxHit() + 50 + ch.Level * 5 ) )
                    {
                        ch.Hitpoints = ch.GetMaxHit() + 50 + ch.Level * 5;
                    }
                }
            }

            /* PC to PC damage quartered.
            *  NPC to PC damage divided by 3.
            */
            if( dam > 0 && !victim.IsNPC() && victim != ch )
            {
                if( !ch.IsNPC() )
                    dam /= 4;
                else
                    dam /= 3;
            }

            /*
            * Just a check for anything that is excessive damage
            * Send a log message, keeping the imms on their toes
            * Changed this from 300 to 250 'cause hitters get more than one
            *  attack/round and w/haste that's 1000 possible in the time one fist
            *  goes off.  That's more than the fist might do and it has to be
            *  memmed.
            */
            if (dam > 250 && skill != "backstab" )
            {
                string buf4;
                if (!string.IsNullOrEmpty(skill))
                {
                    buf4 = String.Format("Excessive damage: {0} attacking {1} for {2}, skill = {3}({4}).",
                              ch.Name, victim.Name, dam, Skill.SkillList[skill].DamageText, skill);
                }
                else
                {
                    buf4 = String.Format("Excessive damage: {0} attacking {1} for {2}, unknown damage type.",
                              ch.Name, victim.Name, dam);
                }
                Log.Trace( buf4 );
            }

            /*
            * We moved DamageMessage out of the victim != ch if above
            * so self damage would show.  Other valid type_undefined
            * damage is ok to avoid like mortally wounded damage
            */
            if (!String.IsNullOrEmpty(skill))
            {
                SendDamageMessage(ch, victim, dam, skill, weapon, immune);
            }

            victim.Hitpoints -= dam;

            /* Check for HOLY_SACRFICE and BATTLE_ECSTASY */
            if( dam > 0 && victim != ch )
            {
                CharData groupChar;
                if (victim.IsAffected( Affect.AFFECT_HOLY_SACRIFICE) && victim.GroupLeader)
                {
                    for( groupChar = victim.GroupLeader; groupChar; groupChar = groupChar.NextInGroup )
                    {
                        if( groupChar == victim || groupChar.InRoom != ch.InRoom )
                            continue;
                        groupChar.Hitpoints += dam / 5;
                        if (groupChar.Hitpoints > groupChar.GetMaxHit() + 50 + groupChar.Level * 5)
                        {
                            groupChar.Hitpoints = groupChar.GetMaxHit() + 50 + groupChar.Level * 5;
                        }
                    } //end for loop
                } //end if holy sac
                if( ch.GroupLeader != null )
                {
                    for( groupChar = ch.GroupLeader; groupChar != null; groupChar = groupChar.NextInGroup )
                    {
                        if( groupChar == victim || groupChar.InRoom != ch.InRoom )
                            continue;
                        if( groupChar.IsAffected( Affect.AFFECT_BATTLE_ECSTASY ) )
                        {
                            groupChar.Hitpoints += dam / 20;
                            if( groupChar.Hitpoints > groupChar.GetMaxHit() + 50 + groupChar.Level * 5 )
                                groupChar.Hitpoints = groupChar.GetMaxHit() + 50 + groupChar.Level * 5;
                        } // end if battle ecstasy
                    } //end for loop
                } //end if grouped
            } //end if

            // Make sure if they got an instant kill roll that the victim dies.
            if (skill == "instant kill")
            {
                if( victim.GetRace() != Race.RACE_DEVIL
                        && victim.GetRace() != Race.RACE_DEMON
                        && victim.GetRace() != Race.RACE_GOD )
                    victim.Hitpoints = -20;
            }

            /* Added damage exp! */
            // chance added because people level faster and faster as they get higher level...
            // to be worked out when exp is redone.
            // you can now only get damage exp on mobs that con easy or better
            // and there's only a 25% chance per hit of you evern being eligible for damage exp.
            if( MUDMath.NumberPercent() < 25 && victim.Level >= ( ch.Level - 3 ) )
                ch.GainExperience( Math.Max( 1, dam / 20 ) );

            if( !victim.IsNPC()
                    && victim.Level >= Limits.LEVEL_AVATAR
                    && victim.Hitpoints < 1 )
                victim.Hitpoints = 1;

            /*
            * Magic shields that retaliate
            *
            * Apparently two people with the same sort of shield do not
            * take damage from each other
            */
            if( ( dam > 1 ) && victim != ch )
            {
                if( victim.IsAffected( Affect.AFFECT_FIRESHIELD )
                        && !ch.IsAffected( Affect.AFFECT_FIRESHIELD ) )
                    InflictSpellDamage( victim, ch, dam / 2, "fireshield", AttackType.DamageType.fire );

                if (victim.IsAffected( Affect.AFFECT_COLDSHIELD)
                        && !ch.IsAffected(Affect.AFFECT_COLDSHIELD))
                    InflictSpellDamage( victim, ch, dam / 2, "coldshield", AttackType.DamageType.cold );

                if (victim.IsAffected(Affect.AFFECT_SHOCK_SHIELD)
                        && !ch.IsAffected(Affect.AFFECT_SHOCK_SHIELD))
                    InflictSpellDamage( victim, ch, dam / 2, "shockshield", AttackType.DamageType.electricity );

                /* Soulshield is a complex one.  If the attacker and victim are of
                * opposite alignment, the shield retaliates with 1/2 damage just like
                * any other shield.  If the victim is neutral and the attacker is
                * not, the shield retaliates with 1/4 damage.  If the victim is good
                * or evil and the attacker is neutral, the shield retaliates with
                * 1/8 damage.  If the attacker and victim are of same alignment,
                * the shield does nothing.
                */
                if (victim.IsAffected(Affect.AFFECT_SOULSHIELD)
                        && !ch.IsAffected(Affect.AFFECT_SOULSHIELD))
                {
                    if( victim.IsEvil() && ch.IsGood() )
                        InflictSpellDamage(victim, ch, dam / 2, "soulshield", AttackType.DamageType.harm);
                    else if( victim.IsGood() && ch.IsEvil() )
                        InflictSpellDamage(victim, ch, dam / 2, "soulshield", AttackType.DamageType.harm);
                    else if( victim.IsNeutral() && ( ch.IsEvil() || ch.IsGood() ) )
                        InflictSpellDamage(victim, ch, dam / 4, "soulshield", AttackType.DamageType.harm);
                    else if( victim.IsGood() && ch.IsNeutral() )
                        InflictSpellDamage(victim, ch, dam / 8, "soulshield", AttackType.DamageType.harm);
                    else if( victim.IsEvil() && ch.IsNeutral() )
                        InflictSpellDamage(victim, ch, dam / 8, "soulshield", AttackType.DamageType.harm);
                }
            }

            if (victim.IsAffected( Affect.AFFECT_BERZERK ) && victim.CurrentPosition <= Position.stunned )
                victim.RemoveAffect(Affect.AFFECT_BERZERK);

            if (dam > 0 && skill != "barehanded fighting"
                    && IsWieldingPoisoned( ch, weapon )
                    && !Magic.SpellSavingThrow( ch.Level, victim, AttackType.DamageType.poison ) )
            {
                InflictPoison( "poison_weapon", ch.Level, IsWieldingPoisoned( ch, weapon ), ch, victim );
                SocketConnection.Act( "$n&n suffers from the &+Gpoison&n inflicted upon $m.", victim, null, null, SocketConnection.MessageTarget.room, true );
                Object.StripAffect( Object.GetEquipmentOnCharacter( ch, weapon ), Affect.AffectType.skill, "poison weapon" );
            }

            victim.UpdatePosition();

            switch( victim.CurrentPosition )
            {
                case Position.mortally_wounded:
                    victim.SendText(
                        "&+LYou are &+Rmo&n&+rr&+Rt&n&+ral&+Rl&n&+ry&+L wounded, and will die soon, if not aided.&n\r\n" );
                    SocketConnection.Act( "$n&+L is &+Rmo&n&+rr&+Rt&n&+ral&+Rl&n&+ry&+L wounded, and will die soon, if not aided.&n",
                         victim, null, null, SocketConnection.MessageTarget.room, true );
                    StopNotVicious( victim );
                    break;

                case Position.incapacitated:
                    victim.SendText(
                        "&+LYou are incapacitated and will &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.&n\r\n" );
                    SocketConnection.Act( "$n&+L is incapacitated and will slowly &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.&n",
                         victim, null, null, SocketConnection.MessageTarget.room, true );
                    StopNotVicious( victim );
                    break;

                case Position.stunned:
                    victim.SendText( "&+LYou are stunned, but will probably recover.&n\r\n" );
                    SocketConnection.Act( "$n&+L is stunned, but will probably recover.&n",
                         victim, null, null, SocketConnection.MessageTarget.room, true );
                    break;

                case Position.dead:
                    if( victim == ch )
                    {
                        victim.SendText( "&+LYou have been &+Rsl&n&+ra&+Ri&n&+rn&+L!&n\r\n\r\n" );
                    }
                    else
                    {
                        string buf = String.Format( "&+LYou have been &+Rsl&n&+ra&+Ri&n&+rn&+L by&n {0}&+L!&n\r\n\r\n",
                                                    ch.ShowNameTo( victim, false ) );
                        victim.SendText( buf );
                    }
                    /* Added this to stop a bug. */
                    Combat.StopFighting( victim, true );
                    SocketConnection.Act( "$n&+L is &n&+rdead&+L!&n", victim, null, null, SocketConnection.MessageTarget.room, true );
                    break;

                default:
                    if( dam > victim.GetMaxHit() / 5 )
                        victim.SendText( "That really did &+RHURT&n!\r\n" );
                    if( victim.Hitpoints < victim.GetMaxHit() / 10 )
                        victim.SendText( "You sure are &n&+rBL&+RE&n&+rE&+RDI&n&+rN&+RG&n!\r\n" );
                    break;
            }

            // Check for weapon procs
            if( ( obj = Object.GetEquipmentOnCharacter( ch, weapon ) ) && Position.dead != victim.CurrentPosition )
            {
                if( obj.SpecFun.Count > 0 )
                    obj.CheckSpecialFunction(true);
            }

            /*
            * Sleep spells and extremely wounded folks.
            */
            if( !victim.IsAwake() )      /* lets make NPC's not slaughter PC's */
            {
                if( victim.Fighting
                        && victim.Fighting.Hunting
                        && victim.Fighting.Hunting.Who == victim )
                    StopHunting( victim.Fighting );
                if( victim.Fighting
                        && !victim.IsNPC()
                        && ch.IsNPC() )
                    StopFighting( victim, true );
                else
                    StopFighting( victim, false );
            }

            /*
            * Payoff for killing things.
            */
            if( victim.CurrentPosition == Position.dead )
            {
                // Done in attempt to squelch the combat continuation bug
                StopFighting( victim, true );

                if( !victim.HasActionBit(MobTemplate.ACT_NOEXP ) || !victim.IsNPC() )
                    GroupExperienceGain( ch, victim );

                if( ch.IsNPC() )
                {
                    if( ch.Hunting )
                    {
                        if( ch.Hunting.Who == victim )
                            StopHunting( ch );
                    }
                    if( ch.IsHating(victim) )
                    {
                        ch.StopHating( victim );
                    }
                }

                if( !victim.IsNPC() )
                {
                    if( ch.IsNPC() )
                    {
                        ( (PC)victim ).MobDeaths++;
                        if( victim.IsGuild() )
                        {
                            ( (PC)victim ).GuildMembership.MonsterDeaths++;
                            ( (PC)victim ).GuildMembership.Score += CalculateDeathScore( ch, victim );
                        }
                        ( (PC)victim ).Score += CalculateDeathScore( ch, victim );

                    }
                    else
                    {
                        ( (PC)ch ).PlayerKills++;
                        ( (PC)victim ).PlayerDeaths++;

                        ( (PC)victim ).Score += CalculateDeathScore( ch, victim );
                        ( (PC)ch ).Score += CalculateKillScore( ch, victim );

                        if( ch.IsGuild()
                                && victim.IsGuild()
                                && ( (PC)ch ).GuildMembership != ( (PC)victim ).GuildMembership )
                        {
                            ( (PC)ch ).GuildMembership.PlayerKills++;
                            ( (PC)victim ).GuildMembership.PlayerDeaths++;
                            ( (PC)ch ).GuildMembership.Score += CalculateKillScore( ch, victim );
                            ( (PC)victim ).GuildMembership.Score += CalculateDeathScore( ch, victim );
                        }
                    }

                    string logBuf = String.Format( "{0}&n killed by {1}&n at {2}",
                              victim.Name, ( ch.IsNPC() ? ch.ShortDescription : ch.Name ),
                              victim.InRoom.IndexNumber );
                    Log.Trace( logBuf );
                    ImmortalChat.SendImmortalChat( ch, ImmortalChat.IMMTALK_DEATHS, Limits.LEVEL_AVATAR, logBuf );

                    /*
                    * Dying penalty:
                    *
                    * At level 1 you lose 12.5% of a level.
                    * At level 50 you lose 25% of a level.
                    */
                    // Made it so people level 5 and under lose no exp from death.
                    if( ch.Level > 5 )
                        victim.GainExperience( ( 0 - ( ( ( 50 + victim.Level ) * ExperienceTable.Table[ victim.Level ].LevelExperience ) / 400 ) ) );
                    if( victim.Level < 2 && victim.ExperiencePoints < 1 )
                        victim.ExperiencePoints = 1;

                }
                else
                {
                    if( !ch.IsNPC() )
                    {
                        ( (PC)ch ).MobKills++;
                        if( ch.IsGuild() )
                        {
                            ( (PC)ch ).GuildMembership.MonsterKills++;
                            ( (PC)ch ).GuildMembership.Score += CalculateKillScore( ch, victim );
                        }
                        ( (PC)ch ).Score += CalculateKillScore( ch, victim );
                    }
                }
                KillingBlow( ch, victim );

                return true;
            }

            if( victim == ch )
            {
                return false;
            }

            /*
            * Wimp out?
            */
            if( victim.IsNPC() && dam > 0 )
            {
                if( ( victim.HasActionBit(MobTemplate.ACT_WIMPY ) && MUDMath.NumberBits( 1 ) == 0
                        && victim.Hitpoints < victim.GetMaxHit() / 5 )
                        || (victim.IsAffected( Affect.AFFECT_CHARM) && victim.Master
                             && victim.Master.InRoom != victim.InRoom ) )
                {
                    StartFearing( victim, ch );
                    StopHunting( victim );
                    CommandType.Interpret(victim, "flee");
                }
            }

            if( !victim.IsNPC() && victim.Hitpoints > 0 && victim.Hitpoints <= victim.Wimpy )
            {
                CommandType.Interpret(victim, "flee");
            }

            return false;
        }
Example #19
0
        /// <summary>
        /// Find the armor class value of an object, including position effect.
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="iWear"></param>
        /// <returns></returns>
        public static int GetArmorClassModifer( Object obj, ObjTemplate.WearLocation iWear )
        {
            if( obj._itemType != ObjTemplate.ObjectType.armor )
                return 0;

            if( obj._itemType == ObjTemplate.ObjectType.shield && ( ( iWear == ObjTemplate.WearLocation.hand_one )
                                                  || ( iWear == ObjTemplate.WearLocation.hand_two ) ) )
            {
                return obj._values[ 0 ];
            }

            switch( iWear )
            {
                case ObjTemplate.WearLocation.body:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.head:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.legs:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.feet:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.hands:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.arms:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.finger_left:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.finger_right:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.neck_one:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.neck_two:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.about_body:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.waist:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.wrist_left:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.wrist_right:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.eyes:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.face:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.horns:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.tail:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.ear_left:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.ear_right:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.badge:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.quiver:
                    return obj._values[ 0 ];
                case ObjTemplate.WearLocation.on_back:
                    return obj._values[ 0 ];
                default:
                    return 0;
            }
        }
Example #20
0
        /// <summary>
        /// Check to see if weapon is poisoned.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="weapon"></param>
        /// <returns></returns>
        static bool IsWieldingPoisoned(CharData ch, ObjTemplate.WearLocation weapon)
        {
            Object obj = Object.GetEquipmentOnCharacter( ch, weapon );
            if( !obj )
                return false;
            foreach (Affect aff in obj.Affected)
            {
                if( aff.Type == Affect.AffectType.skill && aff.Value == "poison weapon" )
                    return true;
            }

            return false;
        }
Example #21
0
        /// <summary>
        /// Find a piece of eq on a character.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="iWear"></param>
        /// <returns></returns>
        public static Object GetEquipmentOnCharacter( CharData ch, ObjTemplate.WearLocation iWear )
        {
            if( ch == null )
                return null;

            foreach( Object obj in ch.Carrying )
            {
                if( obj._wearLocation == iWear )
                    return obj;
            }

            return null;
        }
Example #22
0
        /// <summary>
        /// Create an instance of an object.
        /// </summary>
        /// <param name="objTempalte"></param>
        /// <param name="level"></param>
        /// <returns></returns>
        public static Object CreateObject( ObjTemplate objTempalte, int level )
        {
            if( level < 1 )
            {
                level = 1;
            }

            if( !objTempalte )
            {
                Log.Error("CreateObject: null ObjTemplate.", 0);
                return null;
            }

            Object obj = new Object( objTempalte );
            if( !obj )
            {
                Log.Error("Database.CreateObject: new Object(ObjIndex*) failed.", 0);
                return null;
            }
            obj.Level = level;
            return obj;
        }
Example #23
0
        /// <summary>
        /// Find some object with a given index data. Used by area-reset 'P' command.
        /// </summary>
        /// <param name="objTemplate"></param>
        /// <returns></returns>
        public static Object GetFirstObjectOfTemplateType( ObjTemplate objTemplate )
        {
            foreach( Object obj in Database.ObjectList )
            {
                if (obj._objIndexData == objTemplate)
                {
                    return obj;
                }
            }

            return null;
        }
Example #24
0
 /// <summary>
 /// Parameterized constructor.
 /// </summary>
 /// <param name="loc"></param>
 /// <param name="bit"></param>
 public WearInfo(ObjTemplate.WearLocation loc, Bitvector bit)
 {
     WornLocation = loc;
     WearBit = bit;
 }
Example #25
0
        /// <summary>
        /// Creates an object and initializes it to the parent object values.
        /// </summary>
        /// <param name="indexData"></param>
        public Object( ObjTemplate indexData )
        {
            if( indexData == null )
            {
                Log.Error( "Object.Object(ObjIndex *) called with null ObjIndex.", 0 );
                return;
            }

            ++_numObjects;
            _objIndexNumber = indexData.IndexNumber;
            _objIndexData = indexData;
            _wearLocation = ObjTemplate.WearLocation.none;
            _flyLevel = 0;
            _level = 1;
            _timer = -1;
            _createdBy = null;
            _extraDescription = indexData.ExtraDescriptions;
            _name = indexData.Name;
            _shortDescription = indexData.ShortDescription;
            _fullDescription = indexData.FullDescription;
            _specFun = indexData.SpecFun;
            _itemType = indexData.ItemType;
            int count;
            for( count = 0; count < Limits.NUM_ITEM_EXTRA_VECTORS; ++count )
                _extraFlags[ count ] = indexData.ExtraFlags[ count ];
            for( count = 0; count < Limits.NUM_AFFECT_VECTORS; ++count )
            {
                _affectedBy[ count ] = indexData.AffectedBy[ count ];
            }
            _wearFlags = indexData.WearFlags;
            _antiFlags = indexData.UseFlags;
            _material = indexData.Material;
            _size = indexData.Size;
            _volume = indexData.Volume;
            _craftsmanship = indexData.CraftsmanshipLevel;
            for( count = 0; count < 8; ++count )
                _values[ count ] = indexData.Values[ count ];
            _weight = indexData.Weight;
            _cost = indexData.Cost;
            _condition = indexData.Condition;
            _trap = indexData.Trap;

            // Create vehicle data for vehicles that are created.  The
            // bulk of the data is stored in the object - Xangis
            if( _itemType == ObjTemplate.ObjectType.vehicle || _itemType == ObjTemplate.ObjectType.ship )
            {
                Vehicle vehicle = new Vehicle();
                if( _itemType == ObjTemplate.ObjectType.ship )
                    vehicle.Type = Vehicle.VehicleType.ship_any_water;
                else
                    vehicle.Type = Vehicle.VehicleType.flat_land;
                // need to create virtual rooms for the rest of the data
                vehicle.HullPoints = _values[ 5 ];
                vehicle.FlyLevel = 0;
                vehicle.Direction = 0;
                vehicle.Speed = 0;
                vehicle.Occupants = 0;
                vehicle.MovementTimer = 0;
                vehicle.MovementDelay = 0;
                vehicle.MovementPointer = 0;
                vehicle.MovementScript = String.Empty;
                vehicle.ParentObject = this;
                vehicle.EntryRoomTemplateNumber = _values[ 1 ];
                vehicle.ControlPanelRoomTemplateNumber = _values[ 2 ];
            }

            ++indexData.QuantityLoaded;
            --indexData.Scarcity;

            Database.ObjectList.Add( this );

            return;
        }