/* ************************************************************************ * file: act.offensive.c , Implementation of commands. Part of DIKUMUD * * Usage : Offensive commands. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <string.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "limits.h" /* extern variables */ extern struct room_data *world; extern struct descriptor_data *descriptor_list; extern struct room_data *world; void raw_kill(struct char_data *ch); void hit(struct char_data *ch, struct char_data *victim, int type); void damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype); ACMD(do_assist) { struct char_data *helpee, *opponent; if (ch->specials.fighting) { send_to_char("You're already fighting! How can you assist someone else?\n\r", ch); return; } one_argument(argument, arg); if (!(helpee = get_char_room_vis(ch, arg))) send_to_char("Whom do you wish to assist?\n\r", ch); else if (helpee == ch) send_to_char("You can't help yourself any more than this!\n\r", ch); else { for (opponent = world[ch->in_room].people; opponent && (opponent->specials.fighting != helpee); opponent = opponent->next_in_room) ; if (!opponent) act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR); else if (!CAN_SEE(ch, opponent)) act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR); else { send_to_char("You join the fight!\n\r", ch); act("$N assists you!", 0, helpee, 0, ch, TO_CHAR); act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT); hit(ch, opponent, TYPE_UNDEFINED); } } } ACMD(do_hit) { struct char_data *victim; one_argument(argument, arg); if (*arg) { victim = get_char_room_vis(ch, arg); if (victim) { if (victim == ch) { send_to_char("You hit yourself...OUCH!.\n\r", ch); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM); return; } if (!IS_NPC(victim) && !IS_NPC(ch) && (subcmd != SCMD_MURDER)) { send_to_char("To avoid accidental flagging, you have to use the MURDER command to\n\r" "hit another player.\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(victim)) return; /* you can't order a charmed pet to attack a player */ if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) { act("$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) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); WAIT_STATE(ch, PULSE_VIOLENCE + 2); /* HVORFOR DET?? */ } 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); } ACMD(do_kill) { struct char_data *victim; if ((GET_LEVEL(ch) < LEVEL_IMPL) || IS_NPC(ch)) { do_hit(ch, argument, cmd, subcmd); return; } one_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 $N!", FALSE, ch, 0, victim, TO_NOTVICT); raw_kill(victim); } } } ACMD(do_backstab) { struct char_data *victim; byte percent, prob; one_argument(argument, buf); if (!(victim = get_char_room_vis(ch, buf))) { send_to_char("Backstab who?\n\r", ch); return; } if (victim == ch) { send_to_char("How can you sneak up on yourself?\n\r", ch); return; } if (!ch->equipment[WIELD]) { send_to_char("You need to wield a weapon to make it a success.\n\r", ch); return; } if (ch->equipment[WIELD]->obj_flags.value[3] != 11) { send_to_char("Only piercing weapons can be used for backstabbing.\n\r", ch); return; } if (victim->specials.fighting) { send_to_char("You can't backstab a fighting person, too alert!\n\r", ch); return; } percent = number(1, 101); /* 101% is a complete failure */ prob = IS_NPC(ch) ? 75 : SKILL(ch, SKILL_BACKSTAB); if (AWAKE(victim) && (percent > prob)) damage(ch, victim, 0, SKILL_BACKSTAB); else hit(ch, victim, SKILL_BACKSTAB); } ACMD(do_order) { char name[100], message[256]; char buf[256]; bool found = FALSE; int org_room; struct char_data *victim; struct follow_type *k; half_chop(argument, name, message); if (!*name || !*message) send_to_char("Order who to do what?\n\r", ch); else if (!(victim = get_char_room_vis(ch, name)) && str_cmp("follower", name) && str_cmp("followers", name)) send_to_char("That person isn't here.\n\r", ch); else if (ch == victim) send_to_char("You obviously suffer from skitzofrenia.\n\r", ch); else { if (IS_AFFECTED(ch, AFF_CHARM)) { send_to_char("Your superior would not aprove of you giving orders.\n\r", ch); return; } if (victim) { sprintf(buf, "$N orders you to '%s'", message); act(buf, FALSE, victim, 0, ch, TO_CHAR); act("$n gives $N an order.", FALSE, ch, 0, victim, TO_ROOM); if ( (victim->master != ch) || !IS_AFFECTED(victim, AFF_CHARM) ) act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM); else { send_to_char("Ok.\n\r", ch); command_interpreter(victim, message); } } else { /* This is order "followers" */ sprintf(buf, "$n issues the order '%s'.", message); act(buf, FALSE, ch, 0, victim, TO_ROOM); org_room = ch->in_room; for (k = ch->followers; k; k = k->next) { if (org_room == k->follower->in_room) if (IS_AFFECTED(k->follower, AFF_CHARM)) { found = TRUE; command_interpreter(k->follower, message); } } if (found) send_to_char("Ok.\n\r", ch); else send_to_char("Nobody here is a loyal subject of yours!\n\r", ch); } } } ACMD(do_flee) { int i, attempt, loose, die; void gain_exp(struct char_data *ch, int gain); int special(struct char_data *ch, int cmd, char *arg); if (!(ch->specials.fighting)) { for (i = 0; i < 6; i++) { attempt = number(0, 5); /* Select a random direction */ if (CAN_GO(ch, attempt) && !IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH)) { act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM); if ((die = do_simple_move(ch, attempt, FALSE)) == 1) { /* The escape has succeded */ send_to_char("You flee head over heels.\n\r", ch); } else { if (!die) act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM); } return; } } /* for */ /* No exits was found */ send_to_char("PANIC! You couldn't escape!\n\r", ch); return; } for (i = 0; i < 6; i++) { attempt = number(0, 5); /* Select a random direction */ if (CAN_GO(ch, attempt) && !IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH)) { act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM); if ((die = do_simple_move(ch, attempt, FALSE)) == 1) { /* The escape has succeded */ loose = GET_MAX_HIT(ch->specials.fighting) - GET_HIT(ch->specials.fighting); loose *= GET_LEVEL(ch->specials.fighting); if (!IS_NPC(ch)) gain_exp(ch, -loose); send_to_char("You flee head over heels.\n\r", ch); /* Insert later when using huntig system */ /* ch->specials.fighting->specials.hunting = ch */ if (ch->specials.fighting->specials.fighting == ch) stop_fighting(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 was found */ send_to_char("PANIC! You couldn't escape!\n\r", ch); } ACMD(do_bash) { struct char_data *victim; byte percent, prob; one_argument(argument, arg); if (GET_CLASS(ch) != CLASS_WARRIOR) { send_to_char("You'd better leave all the martial arts to fighters.\n\r", ch); return; } if (!(victim = get_char_room_vis(ch, arg))) { 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 (!ch->equipment[WIELD]) { send_to_char("You need to wield a weapon, to make it a success.\n\r", ch); return; } percent = number(1, 101); /* 101% is a complete failure */ prob = IS_NPC(ch) ? 75 : SKILL(ch, SKILL_BASH); if (percent > prob) { damage(ch, victim, 0, SKILL_BASH); GET_POS(ch) = POSITION_SITTING; } else { damage(ch, victim, 1, SKILL_BASH); GET_POS(victim) = POSITION_SITTING; WAIT_STATE(victim, PULSE_VIOLENCE * 2); } WAIT_STATE(ch, PULSE_VIOLENCE * 2); } ACMD(do_rescue) { struct char_data *victim, *tmp_ch; byte percent, prob; one_argument(argument, arg); if (!(victim = get_char_room_vis(ch, arg))) { 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 (ch->specials.fighting == victim) { send_to_char("How can you rescue someone you are trying to kill?\n\r", ch); return; } for (tmp_ch = world[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; } if (GET_CLASS(ch) != CLASS_WARRIOR) send_to_char("But only true warriors can do this!", ch); else { percent = number(1, 101); /* 101% is a complete failure */ prob = IS_NPC(ch) ? 80 : SKILL(ch, SKILL_RESCUE); if (percent > prob) { send_to_char("You fail the rescue!\n\r", ch); 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 (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); } } ACMD(do_kick) { struct char_data *victim; byte percent, prob; if (GET_CLASS(ch) != CLASS_WARRIOR) { send_to_char("You'd better leave all the martial arts to fighters.\n\r", ch); return; } one_argument(argument, arg); if (!(victim = get_char_room_vis(ch, arg))) { 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; } percent = ((10 - (GET_AC(victim) / 10)) << 1) + number(1, 101); /* 101% is a complete failure */ prob = IS_NPC(ch) ? 80 : SKILL(ch, SKILL_KICK); if (percent > prob) { damage(ch, victim, 0, SKILL_KICK); } else damage(ch, victim, GET_LEVEL(ch) >> 1, SKILL_KICK); WAIT_STATE(ch, PULSE_VIOLENCE * 3); }