Exemple #1
0
        /// <summary>
        /// Wake one's self or someone else.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Wake(CharData ch, string[] str)
        {
            if( ch == null ) return;
            string arg = String.Empty;

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

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

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

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

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

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

            victim.CurrentPosition = Position.resting;
            SocketConnection.Act("You wake $M.", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n wakes you.", ch, null, victim, SocketConnection.MessageTarget.victim);
            return;
        }
Exemple #2
0
        static bool SpellupOthers( CharData ch )
        {
            if (ch == null) return false;
            if (ch.InRoom.HasFlag(RoomTemplate.ROOM_NO_MAGIC))
                return false;

            if( !ch.IsAwake() || ch.Fighting )
                return false;

            if( !ch.CanSpeak() )
                return false;

            CharData victim = null;
            foreach( CharData ivictim in ch.InRoom.People )
            {
                if (ivictim != ch && CharData.CanSee(ch, ivictim) && MUDMath.NumberBits(1) == 0 && ivictim.IsNPC())
                {
                    victim = ivictim;
                    break;
                }
            }

            if( !victim )
                return false;

            if( victim.Hitpoints < ( victim.GetMaxHit() - 10 ) )
            {
                if( CheckDefensive( ch, victim, "full heal", 75 ) )
                    return true;
                if( CheckDefensive( ch, victim, "aid", 60 ) )
                    return true;
                if( CheckDefensive( ch, victim, "heal", 75 ) )
                    return true;
                if( CheckDefensive( ch, victim, "mending", 75 ) )
                    return true;
            }

            if (!victim.IsAffected(Affect.AFFECT_HASTE))
                if( CheckDefensive( ch, victim, "haste", 45 ) )
                    return true;

            return false;
        }
Exemple #3
0
        /// <summary>
        /// Checks for block if holding shield.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <returns></returns>
        static bool CheckShieldBlock( CharData ch, CharData victim )
        {
            if( !victim.HasSkill( "shield block" ) )
                return false;

            if( ch.IsAffected( Affect.AFFECT_DAZZLE ) )
                return false;

            if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining )
                return false;

            Object obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one );
            if( !obj || ( obj.ItemType != ObjTemplate.ObjectType.shield ) )
            {
                if( !( obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) )
                    return false;
                if( obj.ItemType != ObjTemplate.ObjectType.shield )
                    return false;
            }
            if( obj.ItemType != ObjTemplate.ObjectType.shield )
            {
                if( !( obj = Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) ) )
                    return false;
                if( obj.ItemType != ObjTemplate.ObjectType.shield )
                    return false;
            }

            int chance = ch.GetSkillChance("shield block");
            victim.PracticeSkill("shield block");

            if (MUDMath.NumberPercent() >= ((chance - ch.Level) / 2))
            {
                return false;
            }

            switch( MUDMath.NumberRange( 1, 5 ) )
            {
                case 1:
                    SocketConnection.Act( "You block $n&n's attack with your shield.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n blocks your attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "$N&n blocks $n&n's attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                case 2:
                    // If we were really smart we would check to see whether both the shield
                    // and weapon were made of metal before we gave a sparks message...
                    SocketConnection.Act( "&+CS&n&+cp&+Car&n&+ck&+Cs&n fly off your shield as you block $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n defends against your attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "$N&n deflects $n&n's attack with a shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                case 3:
                    SocketConnection.Act("You bring up your shield to block $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n brings up %s shield to block your attack.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$N&n brings up %s shield to blocks $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
                case 4:
                    SocketConnection.Act("You knock $n&n's attack aside with your shield.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n knocks your attack aside with $S shield.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$N&n knocks $n&n's attack aside with $S shield.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
                case 5:
                    SocketConnection.Act("You hear a thud as $n&n's weapon smacks into your shield.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("Your weapon smacks into $N&n's shield with a thud.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$n&n's weapon smacks into $N&'s shield with a thud.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
                default:
                    break;
            }

            if( ch.Fighting == null )
                SetFighting( ch, victim );
            if( victim.Fighting == null )
                SetFighting( victim, ch );

            return true;
        }
Exemple #4
0
        /// <summary>
        /// Checks whether the victim is able to dodge the attacker's swing.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <returns></returns>
        public static bool CheckDodge( CharData ch, CharData victim )
        {
            if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining )
                return false;

            if (ch.IsAffected(Affect.AFFECT_DAZZLE))
                return false;

            if( !victim.HasSkill( "dodge" ) )
                return false;

            int chance = victim.GetSkillChance("dodge");

            // Size difference bonus for dodge for halflings - they get 2% dodge
            // bonus per size difference between them and the attacker. -- Xangis
            // Drow get a flat 15% bonus.
            if( victim.GetRace() == Race.RACE_HALFLING )
            {
                if( ch.CurrentSize > victim.CurrentSize )
                {
                    chance += 3 * ( ch.CurrentSize - victim.CurrentSize );
                }
            }
            else if( victim.HasInnate( Race.RACE_GOOD_DODGE ) )
            {
                chance += 8;
            }
            else if( victim.HasInnate( Race.RACE_BAD_DODGE ) )
            {
                chance -= 3;
            }

            // Bashed mobs/creatures have a hard time dodging
            if( victim.CurrentPosition < Position.fighting )
            {
                chance -= 25;
            }

            // Leap is 16% max at level 50.  Considering crappy thri hitpoints it's necessary.
            if( victim.GetRace() == Race.RACE_THRIKREEN && MUDMath.NumberPercent() <= ( victim.Level / 3 ) )
            {
                SocketConnection.Act( "$N&n leaps over your attack.", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "You leap over $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "$N&n leaps over $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return true;
            }

            victim.PracticeSkill( "dodge" );

            if( MUDMath.NumberPercent() >= chance - ch.Level )
                return false;

            switch( MUDMath.NumberRange( 1, 2 ) )
            {
                case 1:
                    SocketConnection.Act( "$N&n dodges your attack.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "You dodge $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n dodges $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                case 2:
                    SocketConnection.Act( "$N&n sidesteps your attack.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "You narrowly dodge $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n avoids $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                default:
                    break;
            }

            if( ch.Fighting == null )
                SetFighting( ch, victim );
            if( victim.Fighting == null )
                SetFighting( victim, ch );

            return true;
        }
Exemple #5
0
        /// <summary>
        /// Checks whether the victim is able to riposte the attacker's swing.  Returns false
        /// if failed, true if successful.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <returns></returns>
        static bool CheckRiposte( CharData ch, CharData victim )
        {
            if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining )
                return false;

            if( ch.IsAffected( Affect.AFFECT_DAZZLE ) )
                return false;

            if( ch.IsAffected( Affect.AFFECT_BLIND ) )
                return false;

            if( ch.IsAffected(Affect.AFFECT_CASTING ) )
                return false;

            if( !victim.HasSkill( "riposte" ) )
                return false;

            int chance = ch.GetSkillChance("riposte");
            if (victim.IsNPC())
            {
                // Mobs more often than not don't have weapons
                // so they should get bonuses for actually
                // having them
                if( Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) )
                {
                    chance += 3;
                }
            }
            else
            {
                if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) )
                {
                    // Have to have a weapon to riposte.  If only holding secondary weapon chances are lowered.
                    if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ))
                    {
                        return false;
                    }
                    chance /= 2;
                }

                victim.PracticeSkill( "riposte" );
            }

            if( MUDMath.NumberPercent() >= (( chance - ch.Level ) / 3 ) )
                return false;

            switch( MUDMath.NumberRange(1,3))
            {
                case 1:
                    SocketConnection.Act( "$N&n deflects your blow and strikes back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "You deflect $n&n's attack and strike back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n deflects $n&n's attack and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                case 2:
                    SocketConnection.Act("$N&n knocks your swing aside and strikes back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("You knock $n&n's attack aside and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n knocks $n&n's attack aside and strikes back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
                case 3:
                    SocketConnection.Act("$N&n blocks your strike and swings back at YOU!", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("You block $n&n's strike aside and swing back at $m.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n block $n&n's strike and swings back at $m.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
            }
            return true;
        }
Exemple #6
0
        /// <summary>
        /// Checks whether the victim is able to parry a swing.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <returns></returns>
        static bool CheckParry( CharData ch, CharData victim )
        {
            if( !victim.IsAwake() || victim.CurrentPosition < Position.reclining )
                return false;

            if (ch.IsAffected(Affect.AFFECT_DAZZLE))
                return false;

            if( !victim.HasSkill( "parry" ) )
                return false;

            int chance = ch.GetSkillChance("parry");
            if (victim.IsNPC())
            {
                // Mobs more often than not don't have weapons
                // so they should get bonuses for actually
                // having them
                if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) )
                {
                    if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) )
                        chance -= 5;
                }
                else
                    chance += 5;
            }
            else
            {
                // No weapon means no parry.  Only secondary weapon means 50% chance to parry.
                if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_one ) )
                {
                    if( !Object.GetEquipmentOnCharacter( victim, ObjTemplate.WearLocation.hand_two ) )
                        return false;
                    chance /= 2;
                }

                victim.PracticeSkill( "parry" );
            }

            if( MUDMath.NumberPercent() >= ( chance - ch.Level ) / 2 )
                return false;

            switch( MUDMath.NumberRange(1,3))
            {
                case 1:
                    SocketConnection.Act( "$N&n skillfully parries your attack.", ch, null, victim, SocketConnection.MessageTarget.character );
                    SocketConnection.Act( "You parry $n&n's fierce attack.", ch, null, victim, SocketConnection.MessageTarget.victim );
                    SocketConnection.Act( "$N&n parries $n&n's attack.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    break;
                case 2:
                    SocketConnection.Act("$N&n knocks your blow aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("You knock $n&n's clumsy attack aside with your weapon.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n knocks $n&n's attack aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
                case 3:
                    SocketConnection.Act("$N&n deflects your attack with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("You deflect $n&n's attack with your weapon.", ch, null, victim, SocketConnection.MessageTarget.victim);
                    SocketConnection.Act("$N&n deflects $n&n's attack aside with $S weapon.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                    break;
            }
            if( ch.Fighting == null )
                SetFighting( ch, victim );
            if( victim.Fighting == null )
                SetFighting( victim, ch );
            return true;
        }
Exemple #7
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);
        }
Exemple #8
0
        /// <summary>
        /// Inflicts damage from a spell, based on the weapon damage() function, but customized for spells.
        /// 
        /// Needs to be cleaned up because it's just too big (600+ lines).
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <param name="dam"></param>
        /// <param name="spell"></param>
        /// <param name="damType"></param>
        /// <returns></returns>
        public static bool InflictSpellDamage( CharData ch, CharData victim, int dam, Spell spell, AttackType.DamageType damType )
        {
            if( ch == null || victim == null || victim.CurrentPosition == Position.dead )
                return true;

            // Remove memorization and meditation bits.
            // And invis.
            ch.BreakInvisibility();
            victim.BreakMeditate();
            victim.BreakMemorization();

            if( CheckShrug( ch, victim ) )
                return false;

            if( victim.CurrentPosition == Position.sleeping
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                SocketConnection.Act( "$n&n has a rude awakening!", victim, null, null, SocketConnection.MessageTarget.room );
                victim.CurrentPosition = Position.resting;
                if( ch.InRoom == victim.InRoom && ch.FlightLevel == victim.FlightLevel )
                    SetFighting( victim, ch );
            }

            // Check for globe spells.  See also FinishSpell under TargetType.singleCharacterOffensive
            // This check here is just to prevent area effect spells from
            // doing damage if too low level.  The check for direct spells is in
            // Magic.cs
            if (victim.IsAffected( Affect.AFFECT_MAJOR_GLOBE)
                    && (spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 6
                         || spell.Name == "fireshield"
                         || spell.Name == "shockshield"
                         || spell.Name == "soulshield"
                         || spell.Name == "coldshield" ) )
            {
                SocketConnection.Act( "&+RThe globe around $N&+R's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+RYour globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+R$N&+R's globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_GREATER_SPIRIT_WARD) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 5)
            {
                SocketConnection.Act( "&+WThe aura around $N&+W's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+WYour globe absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+W$N&+W's aura absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_MINOR_GLOBE) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 4)
            {
                SocketConnection.Act( "&+RThe globe around $N&+R's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+RYour globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+R$N&+R's globe deflects $n&+R's attack!&n", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                return false;
            }
            if (victim.IsAffected( Affect.AFFECT_SPIRIT_WARD) && spell.SpellCircle[(int)ch.CharacterClass.ClassNumber] <= 3)
            {
                SocketConnection.Act( "&+WThe aura around $N&+W's body bears the brunt of your assault!&n", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "&+WYour globe absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "&+W$N&+W's aura absorbs $n&+W's attack!&n", ch, null, victim, SocketConnection.MessageTarget.victim );
                return false;
            }

            /*
            * Stop up any residual loopholes.
            */
            // 1275 is average damage from Akiaurn's Power Word
            // I changed this to reflect that.
            if( ( dam > 1275 ) && ch.Level < Limits.LEVEL_AVATAR && ch.GetRace() != Race.RACE_DRAGON )
            {
                string buf3;

                if( ch.IsNPC() && ch.Socket )
                    buf3 = String.Format(
                              "Spell_Damage: {0} from {1} by {2}: > 1275 points with {3} spell!",
                              dam, ch.Name, ch.Socket.Original.Name, spell.Name );
                else
                    buf3 = String.Format(
                              "Spell_Damage: {0} from {1}: > 1275 points with {2} spell!",
                              dam, ch.IsNPC() ? ch.ShortDescription : ch.Name, spell.Name );

                Log.Error( buf3, 0 );
                dam = 1275;
            }

            if (victim.IsAffected( Affect.AFFECT_MINOR_PARA)
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                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 );
                victim.AffectStrip( Affect.AffectType.spell, "earthen grasp" );
                victim.AffectStrip( Affect.AffectType.spell, "greater earthen grasp");
            }

            bool immune = false;
            if( victim != ch )
            {
                /*
                * Certain attacks are forbidden.
                * Most other attacks are returned.
                */
                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 )
                    return true;
                Crime.CheckAttemptedMurder( ch, victim );

                if( victim.CurrentPosition > Position.stunned
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                {
                    // Offensive spells engage victim if not fighting, and
                    //   caster only if neither are fighting.
                    if( !victim.Fighting && victim.InRoom == ch.InRoom
                            && victim.FlightLevel == ch.FlightLevel )
                    {
                        SetFighting( victim, ch );
                        if( !ch.Fighting )
                            SetFighting( ch, victim );
                        // Can't have prone people automaticaly stand.
                        if( victim.CurrentPosition == Position.standing )
                            victim.CurrentPosition = Position.fighting;
                    }
                    /*
                    * 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 is_same_group wont work as following mobile is not
                    * always grouped with PC charmer
                    */
                    if( ch.IsNPC()
                            && victim.IsNPC()
                            && victim.Master
                            && victim.Master.InRoom == ch.InRoom
                            && MUDMath.NumberBits( 2 ) == 0 )
                    {
                        StopFighting( ch, false );
                        SetFighting( ch, victim.Master );
                        return false;
                    }
                }

                /*
                * More charm stuff.
                */
                if( victim.Master == ch
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                    StopFighting( victim, true );

                /*
                * Hunting stuff...
                */
                if( dam != 0 && victim.IsNPC()
                        && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                        && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                        && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                        && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                {
                    StartGrudge( victim, ch, false );
                }

                /*
                * Damage modifiers.
                */
                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;

                if( dam < 0 )
                    dam = 0;
            }

            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;
            }

            if( ( damType == AttackType.DamageType.wind || damType == AttackType.DamageType.gas || damType == AttackType.DamageType.asphyxiation )
                    && victim.IsAffected( Affect.AFFECT_DENY_AIR))
            {
                if( MUDMath.NumberPercent() < 50 )
                {
                    victim.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 )
                {
                    victim.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 )
                {
                    victim.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 )
                {
                    victim.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;

            /*
            * 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( spell != Spell.SpellList["reserved"]
                    && !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
                SendSpellDamageMessage( ch, victim, dam, spell, immune );

            /*  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;
            }

            /*
            * Hurt the victim.
            * Inform the victim of his new state.
            */
            if( !( victim.GetRace() == Race.RACE_FIRE_ELE && damType == AttackType.DamageType.fire )
                    && !( victim.GetRace() == Race.RACE_WATER_ELE && damType == AttackType.DamageType.water )
                    && !( victim.GetRace() == Race.RACE_EARTH_ELE && damType == AttackType.DamageType.earth )
                    && !( victim.GetRace() == Race.RACE_AIR_ELE && damType == AttackType.DamageType.wind ) )
            {
                /* Added damage exp! */
                // chance added because people level faster and faster as they get higher level...
                // 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 ) );
                victim.Hitpoints -= dam;
            }
            else
            {
                string attack;

                if( spell != null && spell != Spell.SpellList["none"] )
                    attack = spell.Name;
                else
                    attack = "it";

                SocketConnection.Act( "$N&n absorbs your $t!", ch, attack, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "You absorb $n&n's $t!", ch, attack, victim, SocketConnection.MessageTarget.victim );
                SocketConnection.Act( "$N&n absorbs $n&n's $t", ch, attack, victim, SocketConnection.MessageTarget.room_vict );
                if( ch.IsImmortal() )
                {
                    string buf4 = String.Format( "You healed {0} damage.",
                                                 victim.GetMaxHit() >= dam + victim.Hitpoints ? dam : victim.GetMaxHit() - victim.Hitpoints );
                    ch.SendText( buf4 );
                }

                victim.Hitpoints = Math.Min( victim.GetMaxHit(), victim.Hitpoints + dam );

                return false;
            }

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

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

            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 slowly &n&+rbl&+Re&n&+re&+Rd&+L to death, if not aided.\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:
                    SocketConnection.Act( spell.MessageKill, ch, null, victim, SocketConnection.MessageTarget.room_vict );
                    SocketConnection.Act( spell.MessageKill, ch, null, victim, SocketConnection.MessageTarget.character );
                    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 );
                    }
                    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;
            }

            /*
            * 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 )
            {
                StopFighting( ch, false );

                if( !victim.HasActionBit(MobTemplate.ACT_NOEXP ) || !victim.IsNPC() )
                    GroupExperienceGain( ch, 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:
                    * 1/2 way back to previous 2 levels.
                    */
                    // Newbies do not lose 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 );

                // Keep in mind after this point the character is not in the
                // CharList, not in any room, and is at the menu.  Don't do
                // anything that would cause a segmentation fault.

                if( ch.IsGuild()
                        && victim.IsGuild()
                        && ( (PC)ch ).GuildMembership != ( (PC)victim ).GuildMembership )
                {
                    ( (PC)ch ).GuildMembership.Score += 20;
                }

                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;
        }
Exemple #9
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;
        }