/*
SillyMUD Distribution V1.1b (c) 1993 SillyMUD Developement
See license.doc for distribution terms. SillyMUD is based on DIKUMUD
*/
#include <stdio.h>
#include <string.h>
#include "protos.h"
/* extern variables */
extern struct descriptor_data *descriptor_list;
extern struct dex_app_type dex_app[];
extern char *att_kick_hit_room[];
extern char *att_kick_hit_victim[];
extern char *att_kick_hit_ch[];
extern char *att_kick_miss_room[];
extern char *att_kick_miss_victim[];
extern char *att_kick_miss_ch[];
extern char *att_kick_kill_room[];
extern char *att_kick_kill_victim[];
extern char *att_kick_kill_ch[];
void do_hit(struct char_data *ch, char *argument, int cmd)
{
char arg[80];
struct char_data *victim;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
only_argument(argument, arg);
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (victim) {
if (victim == ch) {
send_to_char("You hit yourself..OUCH!.\n\r", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM);
} else {
if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) {
act("$N is just such a good friend, you simply can't hit $M.",
FALSE, ch,0,victim,TO_CHAR);
return;
}
if ((GET_POS(ch)>=POSITION_STANDING) &&
(!ch->specials.fighting)) {
hit(ch, victim, TYPE_UNDEFINED);
WAIT_STATE(ch, PULSE_VIOLENCE+2);
} else {
if (victim != ch->specials.fighting) {
if (ch->skills && ch->skills[SKILL_SWITCH_OPP].learned) {
if (number(1,101) < ch->skills[SKILL_SWITCH_OPP].learned) {
stop_fighting(ch);
if (victim->attackers < 5)
set_fighting(ch, victim);
else {
send_to_char("There's no room to switch!\n\r", ch);
}
send_to_char("You switch opponents\n\r", ch);
act("$n switches targets", FALSE, ch, 0, 0, TO_ROOM);
WAIT_STATE(ch, PULSE_VIOLENCE+2);
} else {
send_to_char("You try to switch opponents, but you become confused!\n\r", ch);
stop_fighting(ch);
LearnFromMistake(ch, SKILL_SWITCH_OPP, 0, 95);
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
} else {
send_to_char("You do the best you can!\n\r",ch);
}
} else {
send_to_char("You do the best you can!\n\r",ch);
}
}
}
} else {
send_to_char("They aren't here.\n\r", ch);
}
} else {
send_to_char("Hit who?\n\r", ch);
}
}
void do_kill(struct char_data *ch, char *argument, int cmd)
{
static char arg[MAX_INPUT_LENGTH];
struct char_data *victim;
if ((GetMaxLevel(ch) < SILLYLORD) || IS_NPC(ch)) {
do_hit(ch, argument, 0);
return;
}
only_argument(argument, arg);
if (!*arg) {
send_to_char("Kill who?\n\r", ch);
} else {
if (!(victim = get_char_room_vis(ch, arg)))
send_to_char("They aren't here.\n\r", ch);
else if (ch == victim)
send_to_char("Your mother would be so sad.. :(\n\r", ch);
else {
act("You chop $M to pieces! Ah! The blood!", FALSE, ch, 0, victim, TO_CHAR);
act("$N chops you to pieces!", FALSE, victim, 0, ch, TO_CHAR);
act("$n brutally slays $N", FALSE, ch, 0, victim, TO_NOTVICT);
raw_kill(victim);
}
}
}
void do_backstab(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent, base=0;
bool penalized=FALSE;
if (check_peaceful(ch, "Naughty, naughty. None of that here.\n\r"))
return;
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
send_to_char("Backstab who?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("How can you sneak up on yourself?\n\r", ch);
return;
}
if (!HasClass(ch, CLASS_THIEF)) {
send_to_char("You're no thief!\n\r", ch);
return;
}
if (!ch->equipment[WIELD]) {
send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch);
return;
}
if (MOUNTED(ch)) {
send_to_char("How can you surprise someone with all the racket that beast makes?\n\r", ch);
return;
}
if (ch->attackers) {
send_to_char("There's no way to reach that back while you're fighting!\n\r", ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough to them to backstab!\n\r", ch);
return;
}
if (ch->equipment[WIELD]->obj_flags.value[3] != 11 &&
ch->equipment[WIELD]->obj_flags.value[3] != 1 &&
ch->equipment[WIELD]->obj_flags.value[3] != 10) {
send_to_char("Only piercing or stabbing weapons can be used for backstabbing.\n\r",ch);
return;
}
if (ch->specials.fighting) {
send_to_char("You're too busy fighting to backstab\n\r", ch);
return;
}
if (victim->specials.fighting) {
base = 0;
} else {
base = 4;
}
if (IS_NPC(victim) && IS_SET(victim->specials.act, ACT_HUGE)) {
if (GET_RACE(ch) != RACE_GIANT && !IS_AFFECTED(ch,AFF_FLYING)) {
act("$N is MUCH too large to backstab", FALSE, ch, 0, victim, TO_CHAR);
return;
}
}
percent=number(1,101); /* 101% is a complete failure */
if (IS_AFFECTED(ch, AFF_SILENCE)) {
percent -= number(1,15);
}
if(IS_AFFECTED(ch, AFF_HIDE) || IS_AFFECTED(ch, AFF_SNEAK)) {
if(!IS_AFFECTED(ch,AFF_FLYING))
percent -= number(1,10);
}
if(ch->skills && ch->skills[SKILL_SNEAK].learned) {
if(IS_SET(ch->specials.act,ACT_AGGRESSIVE) ||
IS_SET(ch->specials.act, ACT_META_AGG)) {
if(percent > ch->skills[SKILL_SNEAK].learned) { /* failed sneak */
send_to_char("Damn, you think they heard you.\n\r",ch);
hit(ch, victim, TYPE_UNDEFINED);
WAIT_STATE(ch, PULSE_VIOLENCE*2);
return;
} else {
if(IS_AFFECTED(ch,AFF_FLYING))
act("You quietly glide up behind $N.",FALSE, ch, 0, victim, TO_CHAR);
else
act("You quietly approach $N from behind.",FALSE,ch,0,victim,TO_CHAR);
}
} else if(number(1,100) < (GetMaxLevel(ch) - GetMaxLevel(victim) + 50)) {
if(percent > ch->skills[SKILL_SNEAK].learned) { /* failed sneak */
send_to_char("Damn, you think they almost noticed you.\n\r", ch);
penalized = TRUE;
}
}
percent = number(1,101);
if(penalized) {
base -=2;
percent += 20;
}
if (ch->skills && ch->skills[SKILL_BACKSTAB].learned) {
if (percent > ch->skills[SKILL_BACKSTAB].learned) {
if(AWAKE(victim))
if(!number(0,1))
act("Drats, you meant to insert $p a little more to the left!",
FALSE,ch,ch->equipment[WIELD],0,TO_CHAR);
else
act("Drats, you meant to insert $p a little more to the right!",
FALSE,ch,ch->equipment[WIELD],0,TO_CHAR);
if (AWAKE(victim)) {
damage(ch, victim, 0, SKILL_BACKSTAB);
AddHated(victim, ch);
} else {
base += 2;
GET_HITROLL(ch) += base;
hit(ch,victim,SKILL_BACKSTAB);
GET_HITROLL(ch) -= base;
AddHated(victim, ch);
}
LearnFromMistake(ch, SKILL_BACKSTAB, 0, 95);
} else {
GET_HITROLL(ch) += base;
hit(ch,victim,SKILL_BACKSTAB);
GET_HITROLL(ch) -= base;
AddHated(victim, ch);
if (IS_PC(ch) && IS_PC(victim))
GET_ALIGNMENT(ch)-=50;
}
} else {
send_to_char("Hey, you don't know how to backstab anyone!\n\r", ch);
send_to_char("But you sure did piss them off trying.\n\r", ch);
damage(ch, victim, 0, SKILL_BACKSTAB);
AddHated(victim, ch);
}
} else {
send_to_char("Hey, you need to be able to SNEAK up on someone first!\n\r",
ch);
}
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
void do_order(struct char_data *ch, char *argument, int cmd)
{
char name[100], message[256];
char buf[256];
char tbuf[80];
bool found = FALSE;
int org_room;
struct char_data *victim;
struct follow_type *k;
if (apply_soundproof(ch))
return;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\n\r", ch);
else if (!(victim = get_char_room_vis(ch, name)) &&
str_cmp("follower", name) && str_cmp("followers", name))
send_to_char("That person isn't here.\n\r", ch);
else if (ch == victim)
send_to_char("You obviously suffer from Multiple Personality Disorder.\n\r", ch);
else {
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("Your superior would not aprove of you giving orders.\n\r",ch);
return;
}
if (victim) {
if (check_soundproof(victim))
return;
sprintf(buf, "$N orders you to '%s'", message);
act(buf, FALSE, victim, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, victim, TO_ROOM);
if ( (victim->master!=ch) || !IS_AFFECTED(victim, AFF_CHARM) )
if (RIDDEN(victim) == ch) {
int check;
check = MountEgoCheck(ch, victim);
if (check > 5) {
if (RideCheck(ch, -5)) {
act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
} else {
Dismount(ch, victim, POSITION_SITTING);
act("$n gets pissed and $N falls on $S butt!",
FALSE, victim, 0, ch, TO_NOTVICT);
act("$n gets pissed you fall off!",
FALSE, victim, 0, ch, TO_VICT);
}
} else if (check > 0) {
act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
} else {
send_to_char("Ok.\n\r", ch);
command_interpreter(victim, message);
}
} else {
act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
}
else {
send_to_char("Ok.\n\r", ch);
WAIT_STATE(victim, (21-GET_CHR(ch)));
command_interpreter(victim, message);
}
} else { /* This is order "followers" */
sprintf(buf, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, victim, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
}
}
if(found) {
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
command_interpreter(k->follower, message);
}
}
send_to_char("Ok.\n\r", ch);
} else {
send_to_char("Nobody here is a loyal subject of yours!\n\r", ch);
}
}
}
}
void do_flee(struct char_data *ch, char *argument, int cmd)
{
int i, attempt, loose, die, percent, charm, nmbr, f, panic, j, tries, badroom;
bool found;
void gain_exp(struct char_data *ch, int gain);
int special(struct char_data *ch, int cmd, char *arg);
char buf[255];
char buf2[255];
argument = one_argument(argument, buf);
if(IS_PC(ch) || IS_SET(ch->specials.act, ACT_POLYSELF)) {
if((ch->desc->wait)>1) { /* Someone is in a wait state */
send_to_char("Your head is still spinning too much to flee!\n\r", ch);
sprintf(buf, "You must wait %d pulses\n\r", ch->desc->wait);
send_to_char(buf, ch);
return;
}
if(IS_AFFECTED2(ch, AFF2_BERSERK)) {
send_to_char("Flee now? But your opponent aint dead! Killl, kill, kill.\n\r",ch);
return;
}
if (strlen(buf) != 0) { /* If flee takes an argument, it is a set command */
nmbr = atoi(buf);
if((nmbr < 1) || (nmbr > 5)) {
send_to_char("Please choose a flee setting of 1 to 5 rooms.\n\r", ch);
return;
}
sprintf(buf2,"You used to flee %d rooms when you ran away.\n\r",ch->specials.flee);
send_to_char(buf2,ch);
ch->specials.flee = nmbr;
sprintf(buf2,"You will NOW flee %d rooms when you run away.\n\r",ch->specials.flee);
send_to_char(buf2,ch);
return;
}
}
if (IS_AFFECTED(ch, AFF_PARALYSIS))
return;
if (affected_by_spell(ch, SPELL_WEB)) {
if (!saves_spell(ch, SAVING_PARA)) {
WAIT_STATE(ch, PULSE_VIOLENCE);
send_to_char("You are ensared in webs, you cannot move!\n\r", ch);
act("$n struggles against the webs that hold $m", FALSE,
ch, 0, 0, TO_ROOM);
return;
}
else {
send_to_char("You pull free from the sticky webbing!\n\r", ch);
act("$n manages to pull free from the sticky webbing!", FALSE,
ch, 0, 0, TO_ROOM);
GET_MOVE(ch) -= 50;
}
}
if (GET_POS(ch) <= POSITION_SITTING){
GET_MOVE(ch) -= 10;
act("$n scrambles madly to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
act("Panic-stricken, you scramble to your feet.", TRUE, ch, 0, 0,
TO_CHAR);
GET_POS(ch) = POSITION_STANDING;
WAIT_STATE(ch, PULSE_VIOLENCE);
return;
}
if(IS_PC(ch) || IS_SET(ch->specials.act, ACT_POLYSELF)) { /* This only works on PC types */
found = FALSE;
badroom = -1;
if (!(ch->specials.fighting)) {
for(f=0; f<(ch->specials.flee); f++) {
for(i=0; i<6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) && !IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags, DEATH)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
found = TRUE;
if (RIDDEN(ch)) {
if ((die = MoveOne(RIDDEN(ch), attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
break;
/* return; */
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
break;
/* return; */
}
} else {
if ((die = MoveOne(ch, attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
break;
/* return; */
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
break;
/* return; */
}
}
}
} /* inner for loop */
if(!found) { /* No exits were found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
}
found = FALSE;
}
return; /* After all has been accounted for.. */
}
tries=0;
do {
for(i=0; i<3; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) && !IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags, DEATH)) {
found = TRUE;
switch(attempt) { /* Character will not try to flee back the way he came after first attempt to flee */
case 0: badroom=2; break;
case 1: badroom=3; break;
case 2: badroom=0; break;
case 3: badroom=1; break;
case 4: badroom=5; break;
case 5: badroom=4; break;
}
if (!ch->skills || (number(1,101) > ch->skills[SKILL_RETREAT].learned)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
panic = TRUE;
LearnFromMistake(ch, SKILL_RETREAT, 0, 90);
} else {
/*
find a legal exit
*/
for (j=0; j<6; j++) {
if (CAN_GO(ch, j) && !IS_SET(real_roomp(EXIT(ch, j)->to_room)->room_flags, DEATH)) {
attempt = j;
switch(attempt) { /* Since retreat picks a new exit, we gotta badroom test again */
case 0: badroom=2; break;
case 1: badroom=3; break;
case 2: badroom=0; break;
case 3: badroom=1; break;
case 4: badroom=5; break;
case 5: badroom=4; break;
}
j = 10;
}
}
act("$n skillfully retreats from battle", TRUE, ch, 0, 0, TO_ROOM);
panic = FALSE;
}
if (IS_AFFECTED(ch, AFF_CHARM)) {
charm = TRUE;
REMOVE_BIT(ch->specials.affected_by, AFF_CHARM);
} else
charm = FALSE;
if (RIDDEN(ch)) {
die = MoveOne(RIDDEN(ch), attempt);
} else {
die = MoveOne(ch, attempt);
}
if (charm)
SET_BIT(ch->specials.affected_by, AFF_CHARM);
if (die == 1) {
/* The escape has succeded. We'll be nice. */
if (GetMaxLevel(ch) > 3) {
if (panic || !HasClass(ch, CLASS_WARRIOR)) {
loose = GetMaxLevel(ch)+(GetSecMaxLev(ch)/2)+
(GetThirdMaxLev(ch)/3);
loose -= GetMaxLevel(ch->specials.fighting)+
(GetSecMaxLev(ch->specials.fighting)/2)+
(GetThirdMaxLev(ch->specials.fighting)/3);
loose *= GetMaxLevel(ch);
}
} else {
loose = 0;
}
if (loose < 0) loose = 1;
if (IS_NPC(ch) && !(IS_SET(ch->specials.act, ACT_POLYSELF) &&
!(IS_SET(ch->specials.act, ACT_AGGRESSIVE)))) {
AddFeared(ch, ch->specials.fighting);
} else {
percent=(int)100 * (float) GET_HIT(ch->specials.fighting) /
(float) GET_MAX_HIT(ch->specials.fighting);
if (Hates(ch->specials.fighting, ch)) {
SetHunting(ch->specials.fighting, ch);
} else if ((IS_GOOD(ch) && (IS_EVIL(ch->specials.fighting))) ||
(IS_EVIL(ch) && (IS_GOOD(ch->specials.fighting)))) {
AddHated(ch->specials.fighting, ch);
SetHunting(ch->specials.fighting, ch);
} else if (number(1,101) < percent) {
AddHated(ch->specials.fighting, ch);
SetHunting(ch->specials.fighting, ch);
}
}
if (IS_PC(ch) && panic) {
if (HasClass(ch, CLASS_MONK) || !HasClass(ch, CLASS_WARRIOR))
gain_exp(ch, -loose);
}
if (panic) {
send_to_char("You flee head over heels.\n\r", ch);
} else {
send_to_char("You retreat skillfully\n\r", ch);
}
if (ch->specials.fighting->specials.fighting == ch)
stop_fighting(ch->specials.fighting);
if (ch->specials.fighting)
stop_fighting(ch);
break;
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
break;
}
}
} /* inner for */
if(!found) {
/* No exits were found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
}
tries++;
} while((!found) && (tries<(ch->specials.flee))); /* This keeps the sucker fighting if he didn't escape */
found = FALSE;
/* This is if he fled, and still had more flees left to burn */
if (!(ch->specials.fighting)) {
for(f=0; f<((ch->specials.flee)-tries); f++) {
for(i=0; i<6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) && !IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags, DEATH) &&
(attempt != badroom)) {
badroom = -1; /* This is so that after you leave this room, you won't know or have prejudices against
that particular direction anymore... */
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
found = TRUE;
if (RIDDEN(ch)) {
if ((die = MoveOne(RIDDEN(ch), attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
break;
/* return; */
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
break;
/* return; */
}
} else {
if ((die = MoveOne(ch, attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
break;
/* return; */
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
break;
/* return; */
}
}
}
else if(!found && (attempt == badroom)) {
send_to_char("There is NO WAY IN HELL you'd consider going that way!\n\r", ch);
found = TRUE; /* This means you just burnt up one attempt */
break;
}
} /* inner for loop */
if(!found) { /* No exits were found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
}
found = FALSE;
}
return; /* After all has been accounted for.. */
}
}
else { /* The old flee code will still be used for mobs */
if (!(ch->specials.fighting)) {
for(i=0; i<6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags,
DEATH)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
if (RIDDEN(ch)) {
if ((die = MoveOne(RIDDEN(ch), attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
return;
} else {
if (!die) act("$n tries to flee, but is too exhausted!",
TRUE, ch, 0, 0, TO_ROOM);
return;
}
} else {
if ((die = MoveOne(ch, attempt, FALSE))== 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\n\r", ch);
return;
} else {
if (!die) act("$n tries to flee, but is too exhausted!",
TRUE, ch, 0, 0, TO_ROOM);
return;
}
}
}
} /* for */
/* No exits was found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
return;
}
for(i=0; i<3; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags, DEATH)) {
int panic, j;
if (!ch->skills || (number(1,101) > ch->skills[SKILL_RETREAT].learned)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
panic = TRUE;
LearnFromMistake(ch, SKILL_RETREAT, 0, 90);
} else {
/*
find a legal exit
*/
for (j =0;j<6;j++) {
if (CAN_GO(ch, j) &&
!IS_SET(real_roomp(EXIT(ch, j)->to_room)->room_flags,
DEATH)) {
attempt = j;
j = 10;
}
}
act("$n skillfully retreats from battle", TRUE, ch, 0, 0, TO_ROOM);
panic = FALSE;
}
if (IS_AFFECTED(ch, AFF_CHARM)) {
charm = TRUE;
REMOVE_BIT(ch->specials.affected_by, AFF_CHARM);
} else
charm = FALSE;
if (RIDDEN(ch)) {
die = MoveOne(RIDDEN(ch), attempt);
} else {
die = MoveOne(ch, attempt);
}
if (charm)
SET_BIT(ch->specials.affected_by, AFF_CHARM);
if (die == 1) {
/* The escape has succeded. We'll be nice. */
if (GetMaxLevel(ch) > 3) {
if (panic || !HasClass(ch, CLASS_WARRIOR)) {
loose = GetMaxLevel(ch)+(GetSecMaxLev(ch)/2)+
(GetThirdMaxLev(ch)/3);
loose -= GetMaxLevel(ch->specials.fighting)+
(GetSecMaxLev(ch->specials.fighting)/2)+
(GetThirdMaxLev(ch->specials.fighting)/3);
loose *= GetMaxLevel(ch);
}
} else {
loose = 0;
}
if (loose < 0) loose = 1;
if (IS_NPC(ch) && !(IS_SET(ch->specials.act, ACT_POLYSELF) &&
!(IS_SET(ch->specials.act, ACT_AGGRESSIVE)))) {
AddFeared(ch, ch->specials.fighting);
} else {
percent=(int)100 * (float) GET_HIT(ch->specials.fighting) /
(float) GET_MAX_HIT(ch->specials.fighting);
if (Hates(ch->specials.fighting, ch)) {
SetHunting(ch->specials.fighting, ch);
} else if ((IS_GOOD(ch) && (IS_EVIL(ch->specials.fighting))) ||
(IS_EVIL(ch) && (IS_GOOD(ch->specials.fighting)))) {
AddHated(ch->specials.fighting, ch);
SetHunting(ch->specials.fighting, ch);
} else if (number(1,101) < percent) {
AddHated(ch->specials.fighting, ch);
SetHunting(ch->specials.fighting, ch);
}
}
if (IS_PC(ch) && panic) {
if (HasClass(ch, CLASS_MONK) || !HasClass(ch, CLASS_WARRIOR))
gain_exp(ch, -loose);
}
if (panic) {
send_to_char("You flee head over heels.\n\r", ch);
} else {
send_to_char("You retreat skillfully\n\r", ch);
}
if (ch->specials.fighting->specials.fighting == ch)
stop_fighting(ch->specials.fighting);
if (ch->specials.fighting)
stop_fighting(ch);
return;
} else {
if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
return;
}
}
} /* for */
/* No exits were found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
}
return;
}
void do_bash(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent;
if (!ch->skills)
return;
if (!IS_PC(ch) && cmd)
return;
if (check_peaceful(ch,"You feel too peaceful to contemplate violence.\n\r"))
return;
if (!HasClass(ch, CLASS_WARRIOR)) {
send_to_char("You're no warrior!\n\r", ch);
return;
}
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Bash who?\n\r", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->specials.act, ACT_HUGE)) {
if (GET_RACE(ch) != RACE_GIANT) {
act("$N is MUCH too large to bash!", FALSE, ch, 0, victim, TO_CHAR);
return;
}
}
if (MOUNTED(victim)) {
send_to_char("You can't bash a mounted target!\n\r", ch);
return;
}
if (MOUNTED(ch)) {
send_to_char("You can't bash while mounted!\n\r", ch);
return;
}
if (ch->attackers > 3) {
send_to_char("There's no room to bash!\n\r",ch);
return;
}
if (victim->attackers >= 6) {
send_to_char("You can't get close enough to them to bash!\n\r", ch);
return;
}
if (!ch->skills) {
if (GET_POS(victim) > POSITION_DEAD) {
damage(ch, victim, 0, SKILL_BASH);
GET_POS(ch) = POSITION_SITTING;
}
}
percent=number(1,101); /* 101% is a complete failure */
/* some modifications to account for dexterity, and level */
percent -= dex_app[GET_DEX(ch)].reaction*10;
percent += dex_app[GET_DEX(victim)].reaction*10;
if (GetMaxLevel(victim) > 12) {
percent += ((GetMaxLevel(victim)-10) * 5);
}
if (GET_POS(ch)<= POSITION_STUNNED)
percent = 0;
if (percent > ch->skills[SKILL_BASH].learned) {
if (GET_POS(victim) > POSITION_DEAD) {
damage(ch, victim, 0, SKILL_BASH);
GET_POS(ch) = POSITION_SITTING;
}
LearnFromMistake(ch, SKILL_BASH, 0, 90);
} else {
if (GET_POS(victim) > POSITION_DEAD) {
GET_POS(victim) = POSITION_SITTING;
damage(ch, victim, 2, SKILL_BASH);
WAIT_STATE(victim, PULSE_VIOLENCE*2);
GET_POS(victim) = POSITION_SITTING;
}
}
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
void do_rescue(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim, *tmp_ch;
int percent;
char victim_name[240];
if (!ch->skills) {
send_to_char("You fail the rescue.\n\r", ch);
return;
}
if (!IS_PC(ch) && cmd)
return;
if (check_peaceful(ch,"No one should need rescuing here.\n\r"))
return;
if (!HasClass(ch, CLASS_WARRIOR)) {
send_to_char("You're no warrior!\n\r", ch);
return;
}
only_argument(argument, victim_name);
if (!(victim = get_char_room_vis(ch, victim_name))) {
send_to_char("Who do you want to rescue?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("What about fleeing instead?\n\r", ch);
return;
}
if (MOUNTED(victim)) {
send_to_char("You can't rescue a mounted person!\n\r", ch);
return;
}
if (ch->specials.fighting == victim) {
send_to_char("How can you rescue someone you are trying to kill?\n\r",ch);
return;
}
if(IS_AFFECTED2(victim, AFF2_BERSERK)) {
send_to_char("No way. They might kill you too!\n\r", ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough to them to rescue!\n\r", ch);
return;
}
for (tmp_ch=real_roomp(ch->in_room)->people; tmp_ch &&
(tmp_ch->specials.fighting != victim); tmp_ch=tmp_ch->next_in_room) ;
if (!tmp_ch) {
act("But nobody is fighting $M?", FALSE, ch, 0, victim, TO_CHAR);
return;
}
percent=number(1,101); /* 101% is a complete failure */
if ((percent > ch->skills[SKILL_RESCUE].learned)) {
send_to_char("You fail the rescue.\n\r", ch);
LearnFromMistake(ch, SKILL_RESCUE, 0, 90);
WAIT_STATE(ch, PULSE_VIOLENCE);
return;
}
send_to_char("Banzai! To the rescue...\n\r", ch);
act("You are rescued by $N, you are confused!", FALSE, victim,0,ch, TO_CHAR);
act("$n heroically rescues $N.", FALSE, ch, 0, victim, TO_NOTVICT);
if (IS_PC(ch) && IS_PC(victim))
GET_ALIGNMENT(ch)+=20;
if (victim->specials.fighting == tmp_ch)
stop_fighting(victim);
if (tmp_ch->specials.fighting)
stop_fighting(tmp_ch);
if (ch->specials.fighting)
stop_fighting(ch);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
WAIT_STATE(victim, 2*PULSE_VIOLENCE);
}
void do_assist(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim, *tmp_ch;
char victim_name[240];
if (check_peaceful(ch,"Noone should need assistance here.\n\r"))
return;
only_argument(argument, victim_name);
if (!(victim = get_char_room_vis(ch, victim_name))) {
send_to_char("Who do you want to assist?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("Oh, by all means, help yourself...\n\r", ch);
return;
}
if (ch->specials.fighting == victim) {
send_to_char("That would be counterproductive?\n\r",ch);
return;
}
if (ch->specials.fighting) {
send_to_char("You have your hands full right now\n\r",ch);
return;
}
if (victim->attackers >= 6) {
send_to_char("You can't get close enough to them to assist!\n\r", ch);
return;
}
tmp_ch = victim->specials.fighting;
/* for (tmp_ch=real_roomp(ch->in_room)->people; tmp_ch &&
(tmp_ch->specials.fighting != victim); tmp_ch=tmp_ch->next_in_room) ;
*/
if (!tmp_ch) {
act("But $E's not fighting anyone.", FALSE, ch, 0, victim, TO_CHAR);
return;
}
hit(ch, tmp_ch, TYPE_UNDEFINED);
WAIT_STATE(victim, PULSE_VIOLENCE+2); /* same as hit */
}
void do_kick(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[80];
int dam;
byte percent;
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (!HasClass(ch, CLASS_WARRIOR) && !HasClass(ch, CLASS_MONK)) {
send_to_char("You're no warrior!\n\r", ch);
return;
}
if (!IS_PC(ch) && cmd)
return;
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Kick who?\n\r", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (MOUNTED(victim)) {
send_to_char("You can't kick while mounted!\n\r", ch);
return;
}
if (ch->attackers > 3) {
send_to_char("There's no room to kick!\n\r",ch);
return;
}
if (victim->attackers >= 4) {
send_to_char("You can't get close enough to them to kick!\n\r", ch);
return;
}
percent=((10-(GET_AC(victim)/10))) + number(1,101);
/* 101% is a complete failure */
if (GET_POS(victim)<=POSITION_STUNNED) {
percent = 1;
}
if(GET_RACE(victim)==RACE_GHOST) {
kick_messages(ch,victim,0);
SetVictFighting(ch,victim);
return;
} else if (!IS_NPC(victim) && (GetMaxLevel(victim) > MAX_MORT)) {
kick_messages(ch,victim,0);
SetVictFighting(ch,victim);
SetCharFighting(ch,victim);
return;
}
if (GET_POS(victim) <= POSITION_SLEEPING)
percent = 1;
if (percent > ch->skills[SKILL_KICK].learned) {
if (GET_POS(victim) > POSITION_DEAD) {
damage(ch, victim, 0, SKILL_KICK);
kick_messages(ch,victim,0);
}
LearnFromMistake(ch, SKILL_KICK, 0, 90);
} else {
if (GET_POS(victim) > POSITION_DEAD) {
dam = GET_LEVEL(ch, BestFightingClass(ch));
if (!HasClass(ch, CLASS_MONK))
dam=dam>>1;
/* damage(ch, victim, dam, SKILL_KICK);
else
damage(ch, victim, dam>>1, SKILL_KICK);
*/
kick_messages(ch,victim,dam);
damage(ch, victim, dam, SKILL_KICK);
}
WAIT_STATE(victim, PULSE_VIOLENCE);
}
WAIT_STATE(ch, PULSE_VIOLENCE*3);
}
void do_wimp(struct char_data *ch, char *argument, int cmd)
{
char buf[255];
char buf2[255];
int pct;
if(GET_RACE(ch) == RACE_OGRE) {
send_to_char("Ha, a wimpy ogre? Surely you jest.\n\r", ch);
REMOVE_BIT(ch->specials.act, PLR_WIMPY); /* just in case */
return;
}
argument = one_argument(argument, buf);
/* sets the character in wimpy mode. */
if(((!IS_NPC(ch)) && (IS_SET(ch->specials.act, PLR_WIMPY))) || ((IS_NPC(ch)) && (IS_SET(ch->specials.act, ACT_WIMPY)))) {
if (strlen(buf) != 0) {
pct = atoi(buf);
if(pct < 1) {
send_to_char("Please choose a value between 1 and 50.\n\r",ch);
return;
}
else if(pct > 50) {
send_to_char("Please choose a value between 1 and 50.\n\r",ch);
return;
}
if(IS_NPC(ch))
REMOVE_BIT(ch->specials.act, ACT_WIMPY); /* eld - For polys... I'm surprised it wasn't in here originally */
else
REMOVE_BIT(ch->specials.act, PLR_WIMPY);
send_to_char("Ok, you are no longer a wimp...\n\r",ch);
ch->specials.pct = pct;
sprintf(buf2,"And you will now get your BLEEDING message at %d%% of max hitpoints.\n\r",ch->specials.pct);
send_to_char(buf2,ch);
}
else {
if(IS_NPC(ch))
REMOVE_BIT(ch->specials.act, ACT_WIMPY);
else
REMOVE_BIT(ch->specials.act, PLR_WIMPY);
send_to_char("Ok, you are no longer a wimp...\n\r",ch);
sprintf(buf2,"However, you will still get your BLEEDING message at %d%% of max hitpoints.\n\r",ch->specials.pct);
send_to_char(buf2,ch);
}
} else {
if (strlen(buf) != 0) {
pct = atoi(buf);
if(pct < 1) {
send_to_char("Please choose a value between 1 and 50.\n\r",ch);
return;
}
else if(pct > 50) {
send_to_char("Please choose a value between 1 and 50.\n\r",ch);
return;
}
sprintf(buf2,"Your wimpy percentage WAS %d%%.\n\r",ch->specials.pct);
send_to_char(buf2,ch);
ch->specials.pct = pct;
sprintf(buf2,"Your wimpy percentage has now been set to %d%%.\n\r",
ch->specials.pct);
send_to_char(buf2,ch);
}
else {
sprintf(buf2,"Your wimpy percentage remains at %d%%.\n\r",
ch->specials.pct);
send_to_char(buf2,ch);
}
if(IS_NPC(ch))
SET_BIT(ch->specials.act, ACT_WIMPY);
else
SET_BIT(ch->specials.act, PLR_WIMPY);
send_to_char("Ok, you are now in wimpy mode.\n\r", ch);
}
}
extern struct breather breath_monsters[];
extern struct index_data *mob_index;
void (*bweapons[])() = {
cast_geyser,
cast_fire_breath, cast_gas_breath, cast_frost_breath, cast_acid_breath,
cast_lightning_breath};
void do_breath(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char buf[MAX_STRING_LENGTH], name[MAX_STRING_LENGTH];
int count, manacost;
void (*weapon)();
if (check_peaceful(ch,"That wouldn't be nice at all.\n\r"))
return;
only_argument(argument, name);
for (count = FIRST_BREATH_WEAPON;
count <= LAST_BREATH_WEAPON && !affected_by_spell(ch, count);
count++)
;
if (count>LAST_BREATH_WEAPON) {
struct breather *scan;
for (scan = breath_monsters;
scan->vnum >= 0 && scan->vnum != mob_index[ch->nr].virtual;
scan++)
;
if (scan->vnum < 0) {
send_to_char("You don't have a breath weapon, potatohead.\n\r", ch);
return;
}
for (count=0; scan->breaths[count]; count++)
;
if (count<1) {
sprintf(buf, "monster %s has no breath weapons",
ch->player.short_descr);
log(buf);
send_to_char("Hey, why don't you have any breath weapons!?\n\r",ch);
return;
}
weapon = scan->breaths[dice(1,count)-1];
manacost = scan->cost;
if (GET_MANA(ch) <= -3*manacost) {
weapon = NULL;
}
} else {
manacost = 0;
weapon = bweapons[count-FIRST_BREATH_WEAPON];
affect_from_char(ch, count);
}
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Breath on who?\n\r", ch);
return;
}
}
breath_weapon(ch, victim, manacost, weapon);
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
void do_shoot(struct char_data *ch, char *argument, int cmd)
{
char arg[80];
struct char_data *victim;
if (check_peaceful(ch,"You feel too peaceful to contemplate violence.\n\r"))
return;
only_argument(argument, arg);
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (victim) {
if (victim == ch) {
send_to_char("You can't shoot things at yourself!", ch);
return;
} else {
if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) {
act("$N is just such a good friend, you simply can't shoot at $M.",
FALSE, ch,0,victim,TO_CHAR);
return;
}
if (ch->specials.fighting) {
send_to_char("You're at too close range to fire a weapon!\n\r", ch);
return;
}
shoot(ch, victim);
WAIT_STATE(ch, PULSE_VIOLENCE);
}
} else {
send_to_char("They aren't here.\n\r", ch);
}
} else {
send_to_char("Shoot who?\n\r", ch);
}
}
void do_springleap(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent;
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (!HasClass(ch, CLASS_MONK)) {
send_to_char("You're no monk!\n\r", ch);
return;
}
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Spring-leap at who?\n\r", ch);
return;
}
}
if (GET_POS(ch) > POSITION_SITTING || !ch->specials.fighting) {
send_to_char("You're not in position for that!\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (ch->attackers > 3) {
send_to_char("There's no room to spring-leap!\n\r",ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough\n\r", ch);
return;
}
percent=number(1,101);
act("$n does a really nifty move, and aims a leg towards $N.", FALSE,
ch, 0, victim, TO_ROOM);
act("You leap off the ground at $N.", FALSE,
ch, 0, victim, TO_CHAR);
act("$n leaps off the ground at you.", FALSE,
ch, 0, victim, TO_VICT);
if (percent > ch->skills[SKILL_SPRING_LEAP].learned) {
if (GET_POS(victim) > POSITION_DEAD) {
damage(ch, victim, 0, SKILL_KICK);
LearnFromMistake(ch, SKILL_SPRING_LEAP, 0, 90);
send_to_char("You fall on your butt\n\r", ch);
act("$n falls on $s butt", FALSE, ch, 0, 0, TO_ROOM);
}
WAIT_STATE(ch, PULSE_VIOLENCE*3);
return;
} else {
if (HitOrMiss(ch, victim, CalcThaco(ch))) {
if (GET_POS(victim) > POSITION_DEAD)
damage(ch, victim, GET_LEVEL(ch, BestFightingClass(ch))>>1,
SKILL_KICK);
kick_messages(ch,victim, GET_LEVEL(ch, BestFightingClass(ch))>>1);
} else {
damage(ch, victim, 0, SKILL_KICK);
kick_messages(ch, victim, 0);
}
WAIT_STATE(victim, PULSE_VIOLENCE);
}
WAIT_STATE(ch, PULSE_VIOLENCE*1);
GET_POS(ch)=POSITION_STANDING;
update_pos(ch);
}
void do_quivering_palm( struct char_data *ch, char *arg, int cmd)
{
struct char_data *victim;
struct affected_type af;
byte percent;
char name[256];
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (!HasClass(ch, CLASS_MONK)) {
send_to_char("You're no monk!\n\r", ch);
return;
}
only_argument(arg, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Use the fabled quivering palm on who?\n\r", ch);
return;
}
}
if (!ch->skills)
return;
if (ch->attackers > 3) {
send_to_char("There's no room to use that skill!\n\r",ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough\n\r", ch);
return;
}
if (!IsHumanoid(victim) ) {
send_to_char("You can only do this to humanoid opponents\n\r", ch);
return;
}
send_to_char("You begin to work on the vibrations\n\r", ch);
if (affected_by_spell(ch, SKILL_QUIV_PALM)) {
send_to_char("You can only do this once per week\n\r", ch);
return;
}
percent=number(1,101);
if (percent > ch->skills[SKILL_QUIV_PALM].learned) {
send_to_char("The vibrations fade ineffectively\n\r", ch);
if (GET_POS(victim) > POSITION_DEAD) {
LearnFromMistake(ch, SKILL_QUIV_PALM, 0, 95);
}
WAIT_STATE(ch, PULSE_VIOLENCE*3);
return;
} else {
if (GET_MAX_HIT(victim) > GET_MAX_HIT(ch)*2 || GetMaxLevel(victim) > GetMaxLevel(ch)) {
damage(ch, victim, 0,SKILL_QUIV_PALM);
return;
}
if (HitOrMiss(ch, victim, CalcThaco(ch))) {
if (GET_POS(victim) > POSITION_DEAD)
damage(ch, victim, GET_MAX_HIT(victim)*20,SKILL_QUIV_PALM);
}
}
WAIT_STATE(ch, PULSE_VIOLENCE*1);
af.type = SKILL_QUIV_PALM;
af.duration = 168;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = 0;
affect_to_char(ch, &af);
}
void kick_messages(struct char_data *ch, struct char_data *victim, int damage)
{
int i;
switch(GET_RACE(victim)) {
case RACE_HUMAN:
case RACE_ELVEN:
case RACE_DWARF:
case RACE_DROW:
case RACE_ORC:
case RACE_LYCANTH:
case RACE_TROLL:
case RACE_DEMON:
case RACE_DEVIL:
case RACE_MFLAYER:
case RACE_ASTRAL:
case RACE_PATRYN:
case RACE_SARTAN:
case RACE_DRAAGDIM:
case RACE_GOLEM:
case RACE_TROGMAN:
i=number(0,3);
break;
case RACE_PREDATOR:
case RACE_HERBIV:
case RACE_LABRAT:
i=number(4,6);
break;
case RACE_REPTILE:
case RACE_DRAGON:
i=number(4,7);
break;
case RACE_TREE:
i=8;
break;
case RACE_PARASITE:
case RACE_SLIME:
case RACE_VEGGIE:
case RACE_VEGMAN:
i=9;
break;
case RACE_ROO:
case RACE_GNOME:
case RACE_HALFLING:
case RACE_GOBLIN:
case RACE_SMURF:
case RACE_ENFAN:
i=10;
break;
case RACE_GIANT:
case RACE_TYTAN:
case RACE_GOD:
if(GET_RACE(ch) == RACE_OGRE) /* hee hee */
i = number(0,3);
else
i=11;
break;
case RACE_GHOST:
i=12;
break;
case RACE_BIRD:
case RACE_SKEXIE:
i=13;
break;
case RACE_UNDEAD:
i=14;
break;
case RACE_DINOSAUR:
i=15;
break;
case RACE_INSECT:
case RACE_ARACHNID:
i=16;
break;
case RACE_FISH:
i=17;
break;
default:
i=18;
};
if(!damage) {
act(att_kick_miss_ch[i], FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(att_kick_miss_victim[i],FALSE, ch, ch->equipment[WIELD],victim,
TO_VICT);
act(att_kick_miss_room[i],FALSE, ch, ch->equipment[WIELD], victim,
TO_NOTVICT);
} else if( GET_HIT(victim)-DamageTrivia(ch,victim,damage,SKILL_KICK) < -10 ) {
act(att_kick_kill_ch[i], FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(att_kick_kill_victim[i],FALSE, ch, ch->equipment[WIELD],victim,
TO_VICT);
act(att_kick_kill_room[i],FALSE, ch, ch->equipment[WIELD], victim,
TO_NOTVICT);
}
else {
act(att_kick_hit_ch[i], FALSE, ch, ch->equipment[WIELD], victim, TO_CHAR);
act(att_kick_hit_victim[i],FALSE, ch, ch->equipment[WIELD],victim,
TO_VICT);
act(att_kick_hit_room[i],FALSE, ch, ch->equipment[WIELD], victim,
TO_NOTVICT);
}
}