/*
DaleMUD v2.0 Released 2/1994
See license.doc for distribution terms. DaleMUD 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[];
extern struct char_data *character_list;
void do_hit(struct char_data *ch, char *argument, int cmd)
{
char arg[80];
struct char_data *victim;
dlog("in do_hit");
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;
dlog("in do_kill");
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 $N", FALSE, ch, 0, victim, TO_NOTVICT);
raw_kill(victim,NULL);
}
}
}
void do_backstab(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent, base=0;
dlog("in do_backstab");
if (!ch->skills)
return;
if (check_peaceful(ch, "Naughty, naughty. None of that here.\n\r"))
return;
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
send_to_char("Backstab who?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("How can you sneak up on yourself?\n\r", ch);
return;
}
if (!HasClass(ch, CLASS_THIEF)) {
send_to_char("You're no thief!\n\r", ch);
return;
}
if (!ch->equipment[WIELD]) {
send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch);
return;
}
if (MOUNTED(ch)) {
send_to_char("Yeah, right!\n", ch);
return;
}
if (ch->attackers) {
send_to_char("There's no way to reach that back while you're fighting!\n\r", ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough to them to backstab!\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->specials.act, ACT_HUGE)) {
if (!IsGiant(ch)) {
act("$N is MUCH too large to backstab", FALSE, ch, 0, victim, TO_CHAR);
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 to backstab\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 (victim->specials.fighting) {
base = 0;
} else {
base = 4;
}
if (victim->skills && victim->skills[SKILL_AVOID_BACK_ATTACK].learned &&
GET_POS(victim) > POSITION_SITTING) {
percent=number(1,101); /* 101% is a complete failure */
if (percent < victim->skills[SKILL_AVOID_BACK_ATTACK].learned) {
act("You sense a back attack from $N and avoid it skillfully!",
FALSE, victim, 0, ch, TO_CHAR);
act("$n avoids a back attack from $N!",
FALSE, victim, 0, ch, TO_ROOM);
SetVictFighting(ch,victim); /* he avoided, so make him hit! */
SetCharFighting(ch,victim);
AddHated(victim, ch);
return;
} else {
act("You failed to sense a back attack from $N!",
FALSE, victim, 0, ch, TO_CHAR);
act("$n fails to avoid a back attack from $N!",
FALSE, victim, 0, ch, TO_ROOM);
LearnFromMistake(victim, SKILL_AVOID_BACK_ATTACK, 0, 95);
}
} /* ^ they had skill avoid ba and where awake! ^ */
percent=number(1,101); /* 101% is a complete failure */
if (ch->skills[SKILL_BACKSTAB].learned) {
if (percent > ch->skills[SKILL_BACKSTAB].learned) {
char buff[255];
if (AWAKE(victim)) {
sprintf(buff,"check 1 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
damage(ch, victim, 0, SKILL_BACKSTAB);
sprintf(buff,"check 2 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
AddHated(victim, ch);
} else { /* failed but vic is asleep */
base += 2;
GET_HITROLL(ch) += base;
sprintf(buff,"check 3 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
hit(ch,victim,SKILL_BACKSTAB);
GET_HITROLL(ch) -= base;
sprintf(buff,"check 4 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
AddHated(victim, ch);
}
LearnFromMistake(ch, SKILL_BACKSTAB, 0, 95);
}
else {
char buff[256];
GET_HITROLL(ch) += base;
sprintf(buff,"check 6a %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
hit(ch,victim,SKILL_BACKSTAB);
GET_HITROLL(ch) -= base;
sprintf(buff,"check 6b %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
AddHated(victim, ch);
if (IS_PC(ch) && IS_PC(victim))
GET_ALIGNMENT(ch)-=50;
}
} else {
char buff[256];
sprintf(buff,"check 6 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
damage(ch, victim, 0, SKILL_BACKSTAB);
sprintf(buff,"check 6 %s backstabed %s (hp=%d, in_room=%ld)",
GET_NAME(ch),GET_NAME(victim),GET_HIT(victim),victim->in_room);
log_string(buff);
AddHated(victim, 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;
dlog("in do_order");
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("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
} else {
send_to_char("Ok.\n\r", ch);
command_interpreter(victim, message);
}
} else
if(IS_AFFECTED2(victim, AFF2_CON_ORDER) && victim->master==ch) {
send_to_char("Ok.\n\r", ch);
command_interpreter(victim, message);
}
else {
act("$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, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, victim, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
}
}
if(found) {
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
command_interpreter(k->follower, message);
}
}
send_to_char("Ok.\n\r", ch);
} else {
send_to_char("Nobody here is a loyal subject of yours!\n\r", ch);
}
}
}
}
void do_flee(struct char_data *ch, char *argument, int cmd)
{
int i, attempt, loose, die, percent, charm;
void gain_exp(struct char_data *ch, int gain);
int special(struct char_data *ch, int cmd, char *arg);
dlog("in do_flee");
if (IS_AFFECTED(ch, AFF_PARALYSIS))
return;
if (GET_POS(ch) < POSITION_SLEEPING) {
send_to_char("Not like this you can't!\n\r",ch);
return;
}
if (IS_SET(ch->specials.affected_by2,AFF2_BERSERK)) {
send_to_char("You can think of nothing but the battle!\n\r",ch);
return;
}
if (affected_by_spell(ch, SPELL_WEB)) {
if (!saves_spell(ch, SAVING_PARA)) {
WAIT_STATE(ch, PULSE_VIOLENCE);
send_to_char("You are ensared in webs, you cannot move!\n\r", ch);
act("$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 $s feet!", TRUE, ch, 0, 0, TO_ROOM);
act("Panic-stricken, you scramble to your feet.", TRUE, ch, 0, 0,
TO_CHAR);
GET_POS(ch) = POSITION_STANDING;
WAIT_STATE(ch, PULSE_VIOLENCE);
return;
}
if (!(ch->specials.fighting)) {
for(i=0; i<6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(real_roomp(EXIT(ch, attempt)->to_room)->room_flags,
DEATH)) {
act("$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|CLASS_BARBARIAN|CLASS_PALADIN|CLASS_RANGER)) {
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|CLASS_BARBARIAN|CLASS_PALADIN|CLASS_RANGER))
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("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
return;
}
}
} /* for */
/* No exits were found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
}
void do_bash(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent;
dlog("in do_bash");
if (!ch->skills)
return;
#if 0
if (!IS_PC(ch) && cmd && !IS_SET(ch->specials.act,ACT_POLYSELF))
return;
#endif
if (check_peaceful(ch,"You feel too peaceful to contemplate violence.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
if (!HasClass(ch, CLASS_WARRIOR|CLASS_PALADIN|CLASS_RANGER|CLASS_BARBARIAN)) {
send_to_char("You're no warrior!\n\r", ch);
return;
}
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Bash who?\n\r", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (IS_NPC(victim) && IS_SET(victim->specials.act, ACT_HUGE)) {
if (!IsGiant(ch)) {
act("$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 0
if (!ch->skills) {
if (GET_POS(victim) > POSITION_DEAD) {
damage(ch, victim, 0, SKILL_BASH);
GET_POS(ch) = POSITION_SITTING;
}
}
#endif
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;
}
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 (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);
WAIT_STATE(ch, PULSE_VIOLENCE*3);
} 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];
dlog("in do_rescue");
if (!ch->skills) {
send_to_char("You fail the rescue.\n\r", ch);
return;
}
#if 0
if (!IS_PC(ch) && cmd && !IS_SET(ch->specials.act,ACT_POLYSELF))
return;
#endif
if (check_peaceful(ch,"No one should need rescuing here.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
if (!HasClass(ch, CLASS_WARRIOR|CLASS_BARBARIAN|CLASS_PALADIN|CLASS_RANGER)) {
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 (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];
dlog("in do_assist");
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;
}
if (tmp_ch->in_room !=ch->in_room) {
send_to_char("Woops, they left in a hurry, must have scared them off!\n\r",ch);
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;
dlog("in do_kick");
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
if (!HasClass(ch, CLASS_WARRIOR|CLASS_BARBARIAN|CLASS_RANGER|CLASS_PALADIN)
&& !HasClass(ch, CLASS_MONK)) {
send_to_char("You're no warrior!\n\r", ch);
return;
}
#if 0
if (!IS_PC(ch) && cmd && !IS_SET(ch->specials.act,ACT_POLYSELF))
return;
#endif
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_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) || IS_NPC(ch)) /* so guards use fighter dam */
dam=dam>>1;
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)
{
/* sets the character in wimpy mode. */
dlog("in do_wimp");
if (IS_SET(ch->specials.act, PLR_WIMPY)) {
REMOVE_BIT(ch->specials.act, PLR_WIMPY);
send_to_char("Ok, you are no longer a wimp...\n\r",ch);
} 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;
#if 0
void (*bweapons[])() = {
cast_geyser,
cast_fire_breath, cast_gas_breath, cast_frost_breath, cast_acid_breath,
cast_lightning_breath};
#else
funcp bweapons[] = {
cast_geyser,
cast_fire_breath, cast_gas_breath, cast_frost_breath, cast_acid_breath,
cast_lightning_breath
};
#endif
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;
funcp weapon;
dlog("in do_breath");
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_string(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)
{
#if 0
char arg[80],dirstr[80],name[80];
char buf[255];
struct char_data *victim;
struct room_data *this_room,*to_room,*next_room;
struct room_direction_data *exitp;
struct char_data *mob;
struct obj_data *weapon;
int i,dir,room_num=0,room_count, MAX_DISTANCE_SHOOT;
extern char *listexits[];
if (check_peaceful(ch,"You feel too peaceful to contemplate violence.\n\r"))
return;
argument = one_argument(argument, arg);
slog("begin do_shoot");
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (!victim) {
i = ch->in_room;
room_count=1;
weapon = ch->equipment[HOLD];
if (!weapon) {
send_to_char("You do not hold a missile weapon?!?!\n\r",ch);
return;
}
#if 0
MAX_DISTANCE_SHOOT = weapon->obj_flags.value[1];
#else
MAX_DISTANCE_SHOOT = 1;
#endif
switch(*arg) {
case 'N':
case 'n':dir=0;
break;
case 'S':
case 's':dir=2;
break;
case 'E':
case 'e':dir=1;
break;
case 'W':
case 'w':dir=3;
break;
case 'd':
case 'D':dir=4;
break;
case 'u':
case 'U':dir=5;
break;
default :send_to_char("What direction did you wish to fire?\n\r",ch);
return;
break;
} /* end switch */
argument= one_argument(argument,name);
if (strn_cmp(name,"at",2) && isspace(name[2]))
argument=one_argument(argument,name);
if (!exit_ok(EXIT_NUM(i,dir),NULL)) {
send_to_char("You can't shoot in that direction.\n\r",ch);
return;
}
while (room_count<=MAX_DISTANCE_SHOOT && !victim &&
exit_ok(EXIT_NUM(i,dir),NULL)) {
this_room = real_roomp(i);
to_room = real_roomp(this_room->dir_option[dir]->to_room);
room_num = this_room->dir_option[dir]->to_room;
mob = get_char_near_room_vis(ch,name,room_num);
if (mob) {
sprintf(buf,"You spot your quarry %s.\n",listexits[dir]);
act(buf,FALSE,ch,0,0,TO_CHAR);
victim=mob;
}
i = room_num;
room_count++;
} /* end while */
} /* !victim */
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 $M.",
FALSE, ch,0,victim,TO_CHAR);
return;
}
if (ch->specials.fighting) {
send_to_char("You're at too close range to fire a weapon!\n\r", ch);
return;
}
if (check_peaceful(victim,"")) {
send_to_char("That is a peaceful room\n\r",ch);
return;
}
shoot(ch, victim);
WAIT_STATE(ch, PULSE_VIOLENCE);
}
} else {
send_to_char("They aren't here.\n\r", ch);
}
} else {
send_to_char("Shoot who?\n\r", ch);
}
slog("end do_shoot, act.off.c");
#endif
}
void do_springleap(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent;
dlog("in do_springleap");
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
if (!HasClass(ch, CLASS_MONK)) {
send_to_char("You're no monk!\n\r", ch);
return;
}
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Spring-leap at who?\n\r", ch);
return;
}
}
if (GET_POS(ch) > POSITION_SITTING || !ch->specials.fighting) {
send_to_char("You're not in position for that!\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (ch->attackers > 3) {
send_to_char("There's no room to spring-leap!\n\r",ch);
return;
}
if (victim->attackers >= 3) {
send_to_char("You can't get close enough\n\r", ch);
return;
}
percent=number(1,101);
act("$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];
dlog("in do_quivering");
if (!ch->skills)
return;
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
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->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:
case RACE_LIZARDMAN:
case RACE_HALF_ELVEN:
case RACE_HALF_OGRE:
case RACE_HALF_ORC:
case RACE_HALF_GIANT:
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:
case RACE_DRAGON_RED :
case RACE_DRAGON_BLACK :
case RACE_DRAGON_GREEN :
case RACE_DRAGON_WHITE :
case RACE_DRAGON_BLUE :
case RACE_DRAGON_SILVER :
case RACE_DRAGON_GOLD :
case RACE_DRAGON_BRONZE :
case RACE_DRAGON_COPPER :
case RACE_DRAGON_BRASS :
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_GIANT_HILL :
case RACE_GIANT_FROST :
case RACE_GIANT_FIRE :
case RACE_GIANT_CLOUD :
case RACE_GIANT_STORM :
case RACE_GIANT_STONE :
case RACE_TYTAN:
case RACE_GOD:
i=11;
break;
case RACE_GHOST:
i=12;
break;
case RACE_BIRD:
case RACE_SKEXIE:
i=13;
break;
case RACE_UNDEAD:
case RACE_UNDEAD_VAMPIRE :
case RACE_UNDEAD_LICH :
case RACE_UNDEAD_WIGHT :
case RACE_UNDEAD_GHAST :
case RACE_UNDEAD_SPECTRE :
case RACE_UNDEAD_ZOMBIE :
case RACE_UNDEAD_SKELETON :
case RACE_UNDEAD_GHOUL :
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);
}
}
void do_berserk( struct char_data *ch, char *arg, int cmd)
{
int skillcheck=0;
char argument[100],name[100];
struct char_data *victim;
dlog("in do_berserk");
if (!ch->skills) {
send_to_char("You do not know any skills!\n\r",ch);
return;
}
if (check_peaceful(ch,
"You feel too peaceful to contemplate violence.\n\r"))
return;
if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF))
if (!HasClass(ch, CLASS_BARBARIAN) && cmd !=0) {
send_to_char("You're no berserker!\n\r", ch);
return;
}
#if 0
if (!IS_PC(ch) && cmd && !IS_SET(ch->specials.act,ACT_POLYSELF))
return;
#endif
only_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("You need to begin fighting before you can go berserk.\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 berserk while mounted!\n\r", ch);
return;
}
if (IS_SET(ch->specials.affected_by2,AFF2_BERSERK)) {
send_to_char("You are already berserked!\n\r",ch);
return;
}
if (!GET_MANA(ch)>=15) {
send_to_char("You do not have the energy to go berserk!\n\r",ch);
return;
}
/* all the checks passed, now get on with it! */
skillcheck = number(0,101);
if (skillcheck > ch->skills[SKILL_BERSERK].learned) {
act("$c1012$n growls at $mself, and looks very angry!", FALSE, ch, 0, victim, TO_ROOM);
act("$c1012You can't seem to get mad enough right now.",FALSE,ch,0,0,TO_CHAR);
LearnFromMistake(ch, SKILL_BERSERK, 0, 90);
} else {
if (GET_POS(victim) > POSITION_DEAD) {
GET_MANA(ch)=(GET_MANA(ch)-15); /* cost 15 mana to do it.. */
SET_BIT(ch->specials.affected_by2,AFF2_BERSERK);
act("$c1012$n growls at $mself, and whirls into a killing frenzy!", FALSE, ch, 0, victim, TO_ROOM);
act("$c1012The madness overtakes you quickly!",FALSE,ch,0,0,TO_CHAR);
}
WAIT_STATE(victim, PULSE_VIOLENCE);
}
WAIT_STATE(ch, PULSE_VIOLENCE*3);
}
void throw_weapon(struct obj_data *o, int dir, struct char_data *targ,
struct char_data *ch)
{
int w = o->obj_flags.weight, sz, max_range, range, there, ps, ps2;
int rm = ch->in_room, opdir[] = {2, 3, 0, 1, 5, 4};
int broken=FALSE;
char buf[MAX_STRING_LENGTH];
struct char_data *spud, *next_spud;
char *dir_name[] = {
"the north",
"the east",
"the south",
"the west",
"above",
"below"};
if (w>100) {
sz = 3;
} else if (w>25) {
sz = 2;
} else if (w>5) {
sz = 1;
} else sz = 0;
max_range = (((GET_STR(ch)+GET_ADD(ch)/30)-3)/8)+2;
max_range = max_range / (sz+1);
if ((o->obj_flags.type_flag==ITEM_MISSILE)&&(ch->equipment[WIELD])&&(ch->equipment[WIELD]->obj_flags.type_flag==ITEM_FIREWEAPON)) {
/* Add bow's range bonus */
max_range += ch->equipment[WIELD]->obj_flags.value[2];
}
if (max_range==0) {
act("$p immediately hits the ground. A truly pitiful throw.",TRUE,ch,o,0,TO_ROOM);
act("$p flew 2 feet then fell to earth. Maybe a lighter weapon...",TRUE,ch,o,0,TO_CHAR);
obj_to_room(o,ch->in_room);
return;
}
range = 0;
while (range<max_range && broken==FALSE) {
/* Check for target */
there = 0;
for (spud=real_roomp(rm)->people;spud;spud=next_spud) {
next_spud = spud->next_in_room;
if (spud==targ) {
there = 1;
if (range_hit(ch,targ,range,o,dir,max_range)) {
if ((targ)&&(GET_POS(targ)>POSITION_DEAD)) {
if (number(1,100)<o->obj_flags.value[0]) {
act("$p breaks into splinters.",TRUE,targ,o,0,TO_ROOM);
broken=TRUE;
obj_to_room(o,3); /* storage for broken arrows */
/* for some reason this causes the obj to get placed
in very weird places
obj_from_room(o);
extract_obj(o);
*/
} else {
obj_to_room(o,rm);
}
}
slog("Gobble 2");
return;
}
}
}
if(broken==FALSE) {
if (clearpath(ch, rm,dir)) {
if ((!there)&&(rm!=ch->in_room)) {
sprintf(buf,"%s from %s flies past!\n\r",o->short_description,dir_name[opdir[dir]]);
send_to_room(buf,rm);
} else {
there = 0;
}
rm = real_roomp(rm)->dir_option[dir]->to_room;
} else {
if (range>1) {
sprintf(buf,"%s flies into the room from %s and hits a wall.\n\r",o->short_description,dir_name[opdir[dir]]);
} else {
sprintf(buf,"%s hits a wall.\n\r",o->short_description);
}
send_to_room(buf,rm);
if (number(1,100)<o->obj_flags.value[0]) {
sprintf(buf,"%s breaks into splinters.\n\r",o->short_description);
obj_to_room(o,3); /* storage for broken arrows */
broken=TRUE;
} else {
sprintf(buf,"%s falls to the ground.\n\r",o->short_description);
obj_to_room(o,rm);
}
send_to_room(buf,rm);
return;
}
}
range++;
}
if(broken==FALSE) {
sprintf(buf,"%s falls to the ground.\n\r",o->short_description);
send_to_room(buf,rm);
obj_to_room(o,rm);
}
}
void throw_object(struct obj_data *o, int dir, int from)
{
struct char_data *catcher;
const char *directions[][2]= {
{"north","south"},
{"east","west"},
{"south","north"},
{"west","east"},
{"up","down"},
{"down","up"}};
char buf1[100],buf2[100];
int distance=0;
while((distance<20)&&(real_roomp(from)->dir_option[dir])&&(real_roomp(from)->dir_option[dir]->exit_info<2)&&(real_roomp(from)->dir_option[dir]->to_room>0)) {
if(distance) {
sprintf(buf1,"%s flies into the room from the %s.\n\r",o->short_description,directions[dir][1]);
send_to_room(buf1,from);
#if 0
for(catcher=real_roomp(from)->people;catcher;catcher=catcher->next_in_room) {
if(!strcmp(catcher->catch,o->name)) {
switch (number(1,3)) {
case 1:act("$n dives and catches $p",FALSE,catcher,o,0,TO_ROOM);
break;
default:act("$n catches $p",FALSE,catcher,o,0,TO_ROOM);
}
send_to_char("You caught it!\n\r",catcher);
obj_from_room(o);
obj_to_char(o,catcher);
return;
}
}
#endif
sprintf(buf1,"%s flies out of the room to the %s.\n\r",o->short_description,directions[dir][0]);
send_to_room(buf1,from);
}
distance++;
obj_from_room(o);
from=real_roomp(from)->dir_option[dir]->to_room;
obj_to_room(o,from);
}
if(distance==20) {
sprintf(buf1,"%s flies into the room from the %s and lands here.\n\r",o->short_description,directions[dir][1]);
send_to_room(buf1,from);
return;
}
sprintf(buf1,"%s flies into the room from the %s and smacks a wall.\n\r",o->short_description,directions[dir][1]);
send_to_room(buf1,from);
}
int clearpath(struct char_data *ch, long room, int direc)
{
int opdir[] = {2, 3, 0, 1, 5, 4};
struct room_direction_data *exitdata;
exitdata = (real_roomp(room)->dir_option[direc]);
if ((exitdata) &&
(!real_roomp(exitdata->to_room))) return 0;
if (!CAN_GO(ch, direc)) return 0;
if (!real_roomp(room)->dir_option[direc]) return 0;
if (real_roomp(room)->dir_option[direc]->to_room<1) return 0;
if (real_roomp(room)->zone!=real_roomp(real_roomp(room)->dir_option[direc]->to_room)->zone)
return 0;
if (IS_SET(real_roomp(room)->dir_option[direc]->exit_info,EX_CLOSED)) return 0;
if ((!IS_SET(real_roomp(room)->dir_option[direc]->exit_info,EX_ISDOOR))&&
(real_roomp(room)->dir_option[direc]->exit_info>0)) return 0;
/* One-way windows are allowed... no see through 1-way exits */
if (!real_roomp(real_roomp(room)->dir_option[direc]->to_room)->dir_option[opdir[direc]]) return 0;
if (real_roomp(real_roomp(room)->dir_option[direc]->to_room)->dir_option[opdir[direc]]->to_room<1) return 0;
if (real_roomp((real_roomp(room)->dir_option[direc]->to_room))->dir_option[opdir[direc]]->to_room!=room) return 0;
return real_roomp(room)->dir_option[direc]->to_room;
}
void do_weapon_load(struct char_data *ch, char *argument, int cmd)
{
struct obj_data *fw, *ms;
struct affected_type *laf;
char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
dlog("in do_weapon_load");
fw = ch->equipment[WIELD];
if ((!fw)||(fw->obj_flags.type_flag!=ITEM_FIREWEAPON)) {
send_to_char("You must be wielding the projectile weapon you want to load.\n\r",ch);
return;
}
if ((GET_STR(ch)+(GET_ADD(ch)/3))<fw->obj_flags.value[0]) {
sprintf(arg1,"(%s) can't load (%s) because it requires (%d) strength to wield",
GET_NAME(ch),fw->name,fw->obj_flags.value[0]);
log_string(arg1);
send_to_char("You aren't strong enough to draw such a mighty weapon.\n\r",ch);
return;
}
if (ch->equipment[LOADED_WEAPON]) {
if (CAN_CARRY_N(ch)!=IS_CARRYING_N(ch)) {
ms = unequip_char(ch, LOADED_WEAPON);
act("You first unload $p.",TRUE,ch,ms,0,TO_CHAR);
obj_to_char(ms, ch);
act("$n unloads $p.",FALSE,ch,ms,0,TO_ROOM);
} else {
send_to_char("Your hands are to full to unload.\n\r",ch);
return;
}
}
half_chop(argument, arg1, arg2);
if (!*arg1) {
send_to_char("You must specify the projectile to load!\n\r",ch);
return;
}
ms = get_obj_in_list_vis(ch, arg1, ch->carrying);
if (!ms) {
send_to_char("You don't seem to have that.\n\r",ch);
return;
}
if (ms->obj_flags.type_flag!=ITEM_MISSILE) {
act("$p is not a valid missile.",TRUE,ch,ms,0,TO_CHAR);
return;
}
if (ms->obj_flags.value[3]!=fw->obj_flags.value[2]) {
act("You can't load $p in that sort of weapon.",TRUE,ch,ms,0,TO_CHAR);
return;
}
obj_from_char(ms);
equip_char(ch,ms,LOADED_WEAPON);
act("You load $p.",TRUE,ch,ms,0,TO_CHAR);
act("$n loads $p.",FALSE,ch,ms,0,TO_ROOM);
WAIT_STATE(ch, PULSE_VIOLENCE*3);
}
void do_fire(struct char_data *ch, char *argument, int cmd)
{
struct obj_data *fw, *ms;
char arg[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
char *keywords[] = {
"north",
"east",
"south",
"west",
"up",
"down",
"\n"};
struct char_data *targ;
int tdir, rng, dr;
dlog("in do_fire");
fw = ch->equipment[WIELD];
if ((!fw)||(fw->obj_flags.type_flag!=ITEM_FIREWEAPON)) {
send_to_char("You must be using a projectile weapon to fire things!\n\r",ch);
return;
}
only_argument(argument, arg);
if (!*arg) {
send_to_char("The proper format for fire is: fire <target>\n\r",ch);
return;
}
(char *)targ = get_char_linear(ch, arg, &rng, &dr);
if (targ && targ == ch) {
send_to_char("You can't fire that at yourself!\n\r",ch);
return;
}
if (!targ) {
send_to_char("You don't see anybody around meeting that description.\n\r",ch);
return;
} else {
/* add spot check before letting mortals get father */
if (rng > fw->obj_flags.value[1]) {
send_to_char("You just can't fire that far!\n\r",ch);
return;
}
tdir = dr;
}
if (check_peaceful(targ, "Sorry but you can not fire a range weapon into a peaceful room.")) {
send_to_char("Sorry but you can not fire a range weapon into a peaceful room.", ch);
return;
}
if (ch->equipment[LOADED_WEAPON]) {
ms = unequip_char(ch,LOADED_WEAPON);
} else {
act("$p is not loaded!",TRUE,ch,fw,0,TO_CHAR);
return;
}
send_to_char("OK.\n\r",ch);
act("$n fires $p!",TRUE,ch,ms,0,TO_ROOM);
throw_weapon(ms,tdir,targ,ch);
}
void do_throw(struct char_data *ch, char *argument, int cmd)
{
struct obj_data *throw;
char arg1[100],arg2[100];
char *keywords[] = {
"north",
"east",
"south",
"west",
"up",
"down",
"\n"};
int i, rng, dr, tdir;
struct char_data *targ;
dlog("in do_throw");
half_chop(argument, arg1, arg2);
if ((!*arg1)||(!*arg2)) {
send_to_char("The correct format for 'throw' is: throw <object> <target>\n\r",ch);
return;
}
throw = get_obj_in_list_vis(ch, arg1, ch->carrying);
/* Check if second argument is a character or direction */
(char *)targ = get_char_linear(ch, arg2, &rng, &dr);
if (targ && targ == ch) {
send_to_char("You can't throw that at yourself!\n\r",ch);
return;
}
if (!targ) {
tdir = search_block(arg1, keywords, FALSE);
if (tdir==-1) {
send_to_char("You don't see anybody around meeting that description.\n\r",ch);
return;
} else {
/* add spot check before letting mortals get father */
if (rng > throw->obj_flags.value[1]) {
send_to_char("You just can't throw it that far!\n\r",ch);
return;
}
}
} else {
tdir = dr;
}
if (!throw) {
send_to_char("You don't have that!\n\r",ch);
return;
}
if (!IS_SET(throw->obj_flags.wear_flags,ITEM_THROW)) {
send_to_char("You cant throw that!\n\r",ch);
return;
}
if (throw->obj_flags.type_flag!=ITEM_WEAPON) {
/* Friendly throw */
/* if (cmd!=263) */
send_to_char("OK.\n\r",ch);
obj_from_char(throw);
/* if (cmd!=263) */
act("$n throws $p!",TRUE,ch,throw,0,TO_ROOM);
obj_to_room(throw,ch->in_room);
throw_object(throw,tdir,ch->in_room);
} else {
if (check_peaceful(targ,"Someone just tried to throw a weapon at you, and you are in peaceful room! HA!")) {
send_to_char("You can not throw a weapon into a peaceful room!", ch);
return;
}
/* if (cmd!=263) */
send_to_char("OK.\n\r",ch);
obj_from_char(throw);
/* if (cmd!=263) */
act("$n throws $p!",TRUE,ch,throw,0,TO_ROOM);
throw_weapon(throw,tdir,targ,ch);
/* if (cmd!=263) */
WAIT_STATE(ch,1);
}
}