/***************************************************************************
 *  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;