/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
/***************************************************************************
* Hello and thanks for trying out my arena code. :) All I really have to *
* is that I would like a little credit if you dont mind like keeping *
* the statements I make in the file and keeping this header in the file *
* I dont REQUIRE you to give me credit although its always nice to *
* credit the coders for their work(hint hint :p). Anyways all I really *
* want is for you people to have fun anyways adios. Any problems, *
* changes, bugs, comments or anything you might wanna see on the next *
* release(if there even is one) mail me at shuvthisupyourass@hotmail.com *
******************************[Happy MUDding]******************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/* Alright you can delete this after you read it I only have here here for a few
* ideas and such. Alright on my mud I have it so you can yourself and fight a
* that is cloned after you. Also I am working on having it so you can challenge
* groups and guilds and do battle that way which comes in handy for NPK guilds and
* such. Anyways if anyone has any ideas or finds some bugs as I didn't test this
* all that much just to see if it worked and I could challenge after I challenge
* someone. Alright thats all anyways mail me if you find bugs or have ideas or
* wanna make a comment about it :) anyways adios have fun
*/
bool is_challenge;
bool challenge_tme = 0;
bool arena_is_busy = FALSE;
/*
* do_challenge sends the challenge
*/
void do_challenge(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *room1;
ROOM_INDEX_DATA *room2;
char buf[MAX_STRING_LENGTH];
int i = 0;
if (argument[0] == '\0')
{
send_to_char("You must specify who you want to challenge.\n\r", ch);
return;
}
if (is_challenge)
{
send_to_char("Someone has been challenged wait a few moments the try again.",ch);
return;
}
if (arena_is_busy)
{
send_to_char("The arena is being used at the moment..Please wait a few minutes.\n\r",ch);
return;
}
if ((victim = get_char_world(ch,argument)) == NULL)
{
act_new( "Sorry but $t seems to be gone from the realms at this time.'",
ch,argument, NULL, TO_CHAR,POS_STANDING );
return; /* simply change the acts to send_to_char if you dont want this. */
}
if(IS_SET(ch->act2,ACT2_CHALLENGED))
{
send_to_char("You have been challenged already. Accept or decline.\n\r",ch);
return;
}
if(IS_SET(victim->act2,ACT2_CHALLENGER))
{
act("$N has already challenged someone else.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_SET(victim->comm,COMM_AFK))
{
act("Sorry but $N is AFK at the moment.",ch,NULL,victim,TO_CHAR);
return; /* simply change the acts to send_to_char if you dont want this. */
}
/* this check was changed you need to change what it says though :p */
if (IS_NPC(victim) || ch->victim == ch)
{
send_to_char("You can only challenge players or yourself.\n\r",ch);
return; /* simply change the acts to send_to_char if you dont want this. */
}
if (IS_IMMORTAL(victim) && !IS_IMMORTAL(ch))
{
act("Sorry but $E is a higher being.",ch,NULL,victim,TO_CHAR);
send_to_char("Besides they all would laugh at you!\n\r",ch);
return; /* simply change the acts to send_to_char if you dont want this. */
}
if (victim->level <= 5)
{
act("Sorry but $E is not experianced enough.",ch,NULL,victim,TO_CHAR);
return; /* simply change the acts to send_to_char if you dont want this. */
}
if (victim->fighting != NULL )
{
act("Sorry but $N is in combat right now.",ch,NULL,victim,TO_CHAR);
return;
}
if (!str_cmp(argument,"self") || !str_cmp(argument,"mirror match"))
{
return; /* Sorry I dont wanna give away all my stuff right now :p */
}
/* this is where the challenge gets sent */
SET_BIT(ch->act2,ACT2_CHALLENGER);
send_to_char("Your challenge has been sent if they done accept in 3 ticks it will decline",ch);
sprintf(buf,"\n\rIf they do not accept it will be automatically withdrawn from %s.\n\r",ch->name);
send_to_char(buf,ch);
act("{RYou have been challenged by {W$n{R.{x",ch,NULL,victim,TO_VICT);
sprintf(buf,"Type accept %s to accept or decline %s to decline.\n\r",ch->name, ch->name);
send_to_char(buf,victim);
challenge_tme = 5;
is_challenge = TRUE;
return;
}
/*
* Accepts a challenge
*/
void do_accept(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *room1;
ROOM_INDEX_DATA *room2;
if (IS_NPC(ch))
{
send_to_char("Hrmm....You must be a new kinda mobile to accept challenges eh?",ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("You must be specify who challenged you I am only a MUD that can do so mud.\n\r", ch);
return;
}
if ((victim = get_char_world(ch,argument)) == NULL)
{
act_new( "Sorry but $t seems to be gone from the realms at this time.'",
ch,argument, NULL, TO_CHAR,POS_STANDING );
return; /* simply change the acts to send_to_char if you dont want this. */
}
if (IS_NPC(victim))
{
send_to_char("Hrmm, I dont think I can let you die like that.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("I bet you think your funny eh?\n\r",ch);
return;
}
if (!IS_SET(victim->act2, ACT2_CHALLENGER))
{
send_to_char("Now have you drank that much ale that you can't remember who challenged you?\n\r",ch);
return;
}
/* these will need to get changed for your mud :p */
room1 = get_room_index(number_range(30000,30008));
room2 = get_room_index(number_range(30000,30008));
sprintf(buf, "{R%s has accepted your challenge!{x\n\r", ch->name);
send_to_char(buf, victim);
send_to_char("You plop onto the ground.\n\r",ch);
char_from_room(ch);
char_to_room( ch, room1 );
do_look(ch,"auto");
send_to_char("You plop onto the ground.{x\n\r",victim);
char_from_room(victim);
char_to_room( victim, room2 );
do_look(ch, "auto");
SET_BIT(ch->act2,ACT2_CHALLENGED);
SET_BIT(ch->comm,COMM_NOCHANNELS);
SET_BIT(ch->act,PLR_NORESTORE);
SET_BIT(victim->comm,COMM_NOCHANNELS);
SET_BIT(victim->act,PLR_NORESTORE);
arena_is_busy = TRUE;
is_challenge = FALSE;
challenge_tme = 0;
return;
}
void do_decline(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (argument[0] == '\0')
{
send_to_char("You must specify who you want to challenge.\n\r", ch);
return;
}
if (!is_challenge)
{
send_to_char("Nobody hase even challenged someone wanna try again?",ch);
return;
}
if (arena_is_busy)
{
send_to_char("Alright the arena is in use so no one yet again has challenged you.\n\r",ch);
return;
}
if ((victim = get_char_world(ch,argument)) == NULL)
{
act_new( "Sorry but $t seems to be gone from the realms at this time.'",
ch,argument, NULL, TO_CHAR,POS_STANDING );
return; /* simply change the acts to send_to_char if you dont want this. */
}
if(!IS_SET(victim->act2,ACT2_CHALLENGER))
{
act("$N hasn't challenged you.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_NPC(victim) || victim == ch)
{
send_to_char("How did that happen?\n\r",ch);
return; /* simply change the acts to send_to_char if you dont want this. */
}
is_challenge = FALSE;
REMOVE_BIT(ch->act2, ACT2_CHALLENGER);
sprintf(buf, "{R%s decline your invitation to death!{x\n\r", ch->name);
send_to_char(buf, victim);
sprintf(buf, "{RYou have choosen not to die by %s!{x\n\r", victim->name);
send_to_char(buf, ch);
return;
}
void do_withdraw(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_SET(ch->act2,ACT2_CHALLENGER))
{
send_to_char("You haven't challenged anyone!\n\r", ch);
return;
}
if ((victim = get_char_world(ch, argument)) == NULL)
{
send_to_char("Does it look like they are here?!?\n\rNO, I didn't think so!!\n\r", ch);
return;
}
if (arena_is_busy)
{
send_to_char("Hrmm, how does that work again?!?\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("I think you are brain dead how many drugs have you done again?\n\r", ch);
return;
}
is_challenge = FALSE;
REMOVE_BIT(ch->act2,ACT2_CHALLENGER);
sprintf(buf, "{R%s has withdrawn their challenge!{x\n\r", ch->name);
send_to_char(buf, victim);
sprintf(buf, "{RYou withdraw your challenge to %s!{x\n\r", victim->name);
send_to_char(buf, ch);
return;
}
* This is has been censored even though I hate censorship *
*********************************************************************
* Hello I would first like to say hello and thanks for using this *
* well that is if you use it. :p All I have to say is that this *
* is a base foundation for a good arena system why i say good is *
* because as far as I know with the testing I have done is that *
* works without any bugs in the functions I am releasing to you in *
* this version. Anyways this is the installation. So what I say *
* in here is what you MUST follow not really I am sure there is a *
* better way to do what I did heh anyways. DONT SEND ME SHIT *
* TELLING ME THAT I SUCK AT CODING AND HOW MUCH BETTER THIS COULDA *
* BEEN WRITTEN. The reason I say that is because for some reason *
* all the arena snippets I have downloaded always had mass ass *
* bugs and shit and its easier to write your own after fixing all *
* of them. After all if your looking at this your prolly conside- *
* using this in your mud so dont say SHIT! heh now that I have *
* outta my system lets get on with it! oh yea have fun :) *
*********************************************************************
* *
*********************************************************************
BTW if your using ROM just take out the norestore crap because
I am using RoT and we have that unless you wanna add it in
Also this *SHOULD* work on ROM heh so yea heh. :p
Alright first in the makefile stick arena.o in there :)
******************#####$$$$$[merc.h]$$$$$#####********************
define these somewhere where you have free bits
#define ACT2_CHALLENGED (A)
#define ACT2_CHALLENGER (B)
Then in room flags stick this stuff in there
#define ROOM_ARENA (Y) /*use whatever is next :p */
in pc_data struct stick these somewhere
int akills;
int adeaths;
******************#####$$$$$[update.c]$$$$$#####********************
stick this in char_update I put it right after this
-->
if ( ch->position == POS_STUNNED )
update_pos( ch );
<-- after that I have this
if ( challenge_tme != 0)
challenge_tme--;
if (challenge_tme == 0 && IS_SET(ch->act2,ACT2_CHALLENGER)
&& !IS_SET(ch->in_room->room_flags,ROOM_ARENA))
{
send_to_char("{RThey have not responded challenge canceled.{x\n\r",ch);
REMOVE_BIT(ch->act2,ACT2_CHALLENGER);
is_challenge = FALSE;
return;
}
******************#####$$$$$[tables.c]$$$$$#####********************
Stick this in the room_flags spot I have it last :p
{ "arena", ROOM_ARENA, TRUE },
*************[handler.c]***********(so what I got lazy :p)
This is in the room_bit_name thing or wahtever it is :p
if (room_flags & ROOM_ARENA ) strcat(buf, " arena");
*************************************************************************
* Now this is the hard part if you **** up here it wont work correctly *
* do exactly as I say here or your players will get pissed when they *
* get pked in the arena and loose their **** in there *
*************************************************************************
$ $
#########################################################################
This is where I put it is right after the sleeping spells
s**t this is how mine is. So stick this in damage and damage_old(If you dont use RoT
dont worry about damage_old)
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
<-----------from here on down stick this piece of code
if (victim->position == POS_DEAD && !IS_NPC(victim) && !IS_NPC(ch)
&& (IS_SET(victim->in_room->room_flags,ROOM_ARENA)))
{
ch->pcdata->akills += 1;
victim->pcdata->adeaths += 1;
/* the dead man */
stop_fighting(victim,TRUE);
char_from_room(victim);
char_to_room(victim,get_room_index(ROOM_VNUM_ALTAR));
send_to_char("{RYou lost haha!{x\n\r",victim);
victim->hit = victim->max_hit;
victim->mana = victim->max_mana;
affect_strip(victim,gsn_plague);
affect_strip(victim,gsn_poison);
affect_strip(victim,gsn_blindness);
affect_strip(victim,gsn_sleep);
affect_strip(victim,gsn_curse);
victim->move = victim->max_move;
update_pos( victim );
do_look(victim, "auto");
/* the winner :) */
stop_fighting(ch,TRUE);
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
send_to_char("{RYou won are you sure you didn't cheat?!? heh{x\n\r",ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
affect_strip(ch,gsn_plague);
affect_strip(ch,gsn_poison);
affect_strip(ch,gsn_blindness);
affect_strip(ch,gsn_sleep);
affect_strip(ch,gsn_curse);
ch->move = ch->max_move;
update_pos( ch );
do_look(ch, "auto");
if (IS_SET(ch->act2,ACT2_CHALLENGER))
REMOVE_BIT(ch->act2,ACT2_CHALLENGER);
if (IS_SET(victim->act2,ACT2_CHALLENGER))
REMOVE_BIT(victim->act2,ACT2_CHALLENGER);
if (IS_SET(victim->act2,ACT2_CHALLENGED))
REMOVE_BIT(victim->act2,ACT2_CHALLENGED);
if (IS_SET(ch->act2,ACT2_CHALLENGED))
REMOVE_BIT(ch->act2,ACT2_CHALLENGED);
REMOVE_BIT(ch->comm,COMM_NOCHANNELS);
REMOVE_BIT(ch->act,PLR_NORESTORE);
REMOVE_BIT(victim->comm,COMM_NOCHANNELS);
REMOVE_BIT(victim->act,PLR_NORESTORE);
arena_is_busy = FALSE;
return TRUE;
}
<----------------Ending of code
NOTICE: If your using RoT you will need to do that in damage and damage_old
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC(victim) )
{
sprintf( log_buf, "%s killed by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
ch->in_room->vnum );
log_string( log_buf );
********** Alright now in is_safe and is_safe_spell stick this
if (IS_SET(ch->in_room->room_flags,ROOM_ARENA)
&& IS_SET(victim->in_room->room_flags,ROOM_ARENA))
{
return FALSE;
}
***********************[act_comm.c]*************************
stick this in do quit
if (IS_SET(ch->in_room->room_flags,ROOM_ARENA))
{
send_to_char( "You may not leave while in the arena.\n\r", ch );
return;
}
Alright and that should be all just define the correct stuff in interp.c and interp.h and
I think you should be set so thats all. Please mail me if you use this I wanna know who
all would ever dare use something of mine :p heh anyways take care and have fun adios
Faaen
Just for the records I hate to censor
Update on 28 Apr:
======================
add this to the top of fight.c
bool arena_is_busy;
-=[and then this to the top of update.c
bool challenge_tme;
bool is_challenge;