/* ************************************************************************
* 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);
strip(struct char_data *ch)
{
int i;
struct obj_data *o;
for(i=0;i<MAX_WEAR;i++){
if(ch->equipment[i]){
o=unequip_char(ch, i);
act("$p disappears!",FALSE,ch,o,0,TO_CHAR);
extract_obj(o);
GET_GOLD(ch) = 0;
ch->points.bank = 0;
}
}
}
void do_hit(struct char_data *ch, char *argument, int cmd)
{
char arg[MAX_STRING_LENGTH];
char buffer[MAX_STRING_LENGTH];
struct char_data *victim;
extern int nokillflag;
one_argument(argument, arg);
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (victim) {
if (victim == ch) {
send_to_char("You hit yourself..OUCH!.\n\r", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM);
} else {
if(IS_AFFECTED(ch, AFF_CHARM)){
if(ch->master==victim){
send_to_char("Hurt your master?\n\r",ch);
return;
}
if(IS_NPC(ch) && !IS_NPC(victim) && ch->master &&
(ch->in_room == ch->master->in_room)){
affect_from_char(ch,SPELL_CHARM_PERSON);
act("$n feels released!",FALSE,ch,0,0,TO_ROOM);
return;
}
}
if((GET_POS(ch)==POSITION_STANDING) &&
(victim != ch->specials.fighting)) {
hit(ch, victim, TYPE_UNDEFINED);
WAIT_STATE(ch, PULSE_VIOLENCE+2);
} 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_STRING_LENGTH];
char buf[70];
struct char_data *victim;
if ((GET_LEVEL(ch) < (IMO+5)) || IS_NPC(ch)) {
do_hit(ch, argument, 0);
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 {
if(GET_LEVEL(victim) > (IMO+4)) return;
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 $N", FALSE, ch, 0, victim, TO_NOTVICT);
raw_kill(victim);
}
}
}
void do_switch(struct char_data *ch, char *argument, int cmd)
{
struct char_data *v1 , *v2;
char name[256];
if(!(v1 = ch->specials.fighting)){
send_to_char("You aren't even fighting, you piss brained idiot!\n\r",ch);
return;
}
one_argument(argument, name);
if (!(v2 = get_char_room_vis(ch, name))) {
send_to_char("There's nobody here by that name, you moron!\n\r",ch);
return;
}
if(v1 == v2){
send_to_char("You're already fighting that one, goofball.\n\r",ch);
return;
}
act("$n stops fighting $N.",TRUE,ch,0,v1,TO_ROOM);
act("$n begins fighting $N.",TRUE,ch,0,v2,TO_ROOM);
act("You stop fighting $N.",TRUE,ch,0,v1,TO_CHAR);
act("You begin fighting $N.",TRUE,ch,0,v2,TO_CHAR);
stop_fighting(ch);
hit(ch,v2,TYPE_UNDEFINED);
}
#define BACKINT 60
void do_backstab(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256];
byte percent;
int delay,t;
one_argument(argument, name);
if (!(victim = get_char_room_vis(ch, name))) {
send_to_char("Backstab who?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("How can you sneak up on yourself?\n\r", ch);
return;
}
if (!ch->equipment[WIELD]) {
send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch);
return;
}
if (ch->equipment[WIELD]->obj_flags.value[3] != 11) {
send_to_char("Only piercing weapons can be used for backstabbing.\n\r",ch);
return;
}
if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){
send_to_char("Not here.\n\r",ch);
return;
}
if (victim->specials.fighting) {
send_to_char("You can't backstab a fighting person, too alert!\n\r", ch);
return;
}
if((AWAKE(victim)) && IS_SET(victim->specials.act,ACT_SMART) && number(0,2)){
act("$n alertly sidesteps $N.",TRUE,victim,0,ch,TO_NOTVICT);
act("$n alertly sidesteps your feeble attack.",TRUE,victim,0,ch,TO_VICT);
damage(victim,ch,GET_LEVEL(victim)<<2,SKILL_KICK);
return;
}
t=time(0);
if((GET_POS(victim) > POSITION_SLEEPING) &&
(t-victim->specials.lastback < BACKINT)){
victim->specials.lastback=t;
act("$N was just backstabbed, you think $E's stupid??",
FALSE,ch,0,victim,TO_CHAR);
return;
}
victim->specials.lastback=t;
percent=number(1,101);
if(AWAKE(victim) &&
(!IS_NPC(ch) && (percent > ch->skills[SKILL_BACKSTAB].learned)) &&
(number(1,GET_AC(victim)) > (number(1,100) + GET_DEX(ch))))
damage(ch,victim,0,SKILL_BACKSTAB);
else
hit(ch,victim,SKILL_BACKSTAB);
if(GET_LEVEL(ch) >= 999)
return;
delay=1+(GET_LEVEL(victim) > GET_LEVEL(ch));
WAIT_STATE(ch,delay*PULSE_VIOLENCE);
}
void do_order(struct char_data *ch, char *argument, int cmd)
{
char name[100], message[256];
char buf[256];
bool found = FALSE;
int i, org_room;
struct char_data *victim;
struct obj_data *o;
struct follow_type *k;
if(strlen(argument) > 80){
fprintf(stderr,"LONG %s\n",GET_NAME(ch));
return;
}
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\n\r", ch);
else if (!(victim = get_char_room_vis(ch, name)) &&
str_cmp("follower", name) && str_cmp("followers", name))
send_to_char("That person isn't here.\n\r", ch);
else if (ch == victim)
send_to_char("You decline to do it.\n\r", ch);
else {
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("Your superior would not approve.\n\r",ch);
return;
}
if (victim) {
if(!IS_NPC(victim) && !victim->desc) return;
sprintf(buf, "$N orders you to '%s'", message);
act(buf, FALSE, victim, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, victim, TO_ROOM);
if ( (victim->master!=ch) || !IS_AFFECTED(victim, AFF_CHARM) )
act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
else {
if(!IS_NPC(ch) && !IS_NPC(victim) && (GET_LEVEL(ch) < IMO)){
strip(ch);
return;
}
send_to_char("Ok.\n\r", ch);
command_interpreter(victim, message);
}
} else { /* This is order "followers" */
sprintf(buf, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, victim, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
if(!IS_NPC(k->follower)){
strip(ch);
fprintf(stderr,"STRIP %s\n",GET_NAME(ch));
return;
}
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char("Ok.\n\r", ch);
else
send_to_char("Nobody here are loyal subjects of yours!\n\r", ch);
}
}
}
void do_flee(struct char_data *ch, char *argument, int cmd)
{
int i, attempt, die, l1 ,l2;
struct char_data *badguy;
void gain_exp(struct char_data *ch, int gain);
int special(struct char_data *ch, int cmd, char *arg);
if(!(badguy=ch->specials.fighting)){
for(i=0;i<3;i++){
attempt = number(0, 5);
if(attempt > 3) attempt = number(0, 5);
if (CAN_GO(ch, attempt)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
if ((die = do_simple_move(ch, attempt, FALSE))== 1) {
send_to_char("You flee head over heels.\n\r", ch);
return;
} else {
if (!die)
act("$n tries to flee, but is too exhausted!",TRUE,ch,0,0,TO_ROOM);
return;
}
}
}
send_to_char("PANIC! You couldn't escape!\n\r", ch);
return;
}
if(IS_MOB(badguy) && IS_AFFECTED(badguy,AFF_HOLD) &&
(GET_LEVEL(ch) <= GET_LEVEL(badguy))){
send_to_char("PANIC! You couldn't escape!\n\r", ch);
return;
}
for(i=0;i<4;i++){
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
if ((die = do_simple_move(ch, attempt, FALSE))== 1) {
if(!IS_AFFECTED(ch,AFF_FEARLESSNESS)){
if(!IS_NPC(ch) && (GET_HIT(ch) > (GET_MAX_HIT(ch)>>2))){
l1=GET_LEVEL(ch);
if(l1 > 100) l1=100;
l2=ch->specials.fighting ? GET_LEVEL(ch->specials.fighting) : 1;
if(l2 > 100) l2=100;
gain_exp(ch, -XP4LEV(MIN(l1,l2))/100);
}
}
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);
}
void do_bash(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256], buf[256];
byte percent;
one_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_AFFECTED(ch, AFF_CHARM) && (ch->master==victim)){
send_to_char("Bash your master?\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 */
if (percent > ch->skills[SKILL_BASH].learned) {
damage(ch, victim, 0, SKILL_BASH);
} else {
damage(ch, victim, GET_LEVEL(ch), SKILL_BASH);
GET_POS(victim) = POSITION_SITTING;
WAIT_STATE(victim, PULSE_VIOLENCE);
}
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
void rescuesub(struct char_data *ch, struct char_data *victim)
{
struct char_data *tmp_ch;
tmp_ch=victim->specials.fighting;
if(!tmp_ch)
return;
send_to_char("Banzai! To the rescue...\n\r", ch);
if(!IS_NPC(victim))
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);
if(IS_NPC(ch)){
GET_HIT(victim)>>=1;
GET_HIT(ch)+=GET_HIT(victim);
return;
}
WAIT_STATE(ch, PULSE_VIOLENCE);
WAIT_STATE(victim, PULSE_VIOLENCE);
}
void do_rescue(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim, *tmp_ch;
int percent;
char victim_name[240];
char buf[240];
one_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(!IS_NPC(ch) && IS_NPC(victim)){
send_to_char("But why?\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_LEVEL(victim)-GET_LEVEL(ch)) > 50){
send_to_char("Try rescuing someone more your size!\n\r",ch);
return;
}
if(!IS_NPC(victim)){
if(victim->desc)
percent=number(1,100+((victim->desc->wait)<<2));
else
percent=50;
if (percent > ch->skills[SKILL_RESCUE].learned) {
send_to_char("You fail the rescue.\n\r", ch);
return;
}
}
rescuesub(ch,victim);
}
void do_kick(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256], buf[256];
int percent;
one_argument(argument, name);
if((! *name) || !(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(IS_AFFECTED(ch, AFF_CHARM) && (ch->master==victim)){
send_to_char("Kick your master?\n\r",ch);
return;
}
if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){
send_to_char("Not here.\n\r",ch);
return;
}
percent=number(1,100)+(GET_AC(victim)>>1)-GET_HITROLL(ch);
if (percent < ch->skills[SKILL_KICK].learned) {
damage(ch,victim,2+GET_LEVEL(ch),SKILL_KICK);
} else {
damage(ch,victim,0,SKILL_KICK);
}
WAIT_STATE(ch, PULSE_VIOLENCE<<1);
if(IS_AFFECTED(ch, AFF_CHARM) && ch->master)
WAIT_STATE(ch->master, PULSE_VIOLENCE<<1);
}
void shoot(struct char_data *ch, struct char_data *victim, int type)
{
struct obj_data *obj;
byte percent;
int dam;
if(!(obj=ch->equipment[HOLD]))
return;
if(victim == ch){
if(!IS_NPC(ch))
send_to_char("Shoot yourself? Nah...\n\r", ch);
return;
}
if(GET_ITEM_TYPE(obj)!=ITEM_FIREWEAPON) {
if(!IS_NPC(ch))
send_to_char("To shoot, you need to HOLD a firing weapon.\n\r",ch);
return;
}
if(obj->obj_flags.value[0] <= 0){
if(!IS_NPC(ch))
send_to_char("Oops. Nothing to shoot.\n\r",ch);
act("Hmmm. $n fires an empty $p.",
FALSE, ch, obj,0,TO_ROOM);
return;
}
if(IS_AFFECTED(ch,AFF_CHARM) && ch->master)
victim = ch->master;
if((GET_LEVEL(ch) < IMO)&&(!IS_NPC(ch)))
obj->obj_flags.value[0]--;
if((!IS_NPC(ch)) && (GET_LEVEL(ch)>=(IMO+1)))
percent=0;
else
percent=number(1,101)+GET_LEVEL(victim)-GET_LEVEL(ch);
if(percent < (IS_NPC(ch) ? 100 : ch->skills[SKILL_SHOOT].learned)){
act("Thwapp! You shoot $M with $p.",
FALSE, ch, obj,victim,TO_CHAR);
act("Thwapp! You are shot by $n with $p.",
FALSE, ch, obj,victim,TO_VICT);
act("Thwapp! $n shoots $N with $p.",
FALSE, ch, obj,victim,TO_NOTVICT);
dam=obj->obj_flags.value[2];
damage(ch, victim, dam, TYPE_SHOOT);
} else {
act("You try to shoot $M with $p, but miss.",
FALSE, ch, obj,victim,TO_CHAR);
act("You are shot at by $n with $p, but missed.",
FALSE, ch, obj,victim,TO_VICT);
act("$n tries to shoot $N with $p, but misses.",
FALSE, ch, obj,victim,TO_NOTVICT);
if(!victim->specials.fighting){
act("$n says 'Hey, that wasn't nice!'",TRUE,victim,0,0,TO_ROOM);
hit(victim,ch,TYPE_UNDEFINED);
}
}
if(IS_NPC(ch))
return;
if(GET_LEVEL(ch) < (IMO+1))
WAIT_STATE(ch, PULSE_VIOLENCE*2);
WAIT_STATE(victim, PULSE_VIOLENCE*2);
}
void do_attack(struct char_data *ch, struct char_data *victim, int type)
{
struct char_data *tch, *ttch;
int percent, x;
if(IS_NPC(ch))
return;
if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){
send_to_char("Not here.\n\r",ch);
return;
}
x = ch->skills[SKILL_ATTACK].learned + GET_DEX(ch);
for(tch=world[ch->in_room].people;tch;tch=ttch){
ttch=tch->next_in_room;
if(IS_NPC(tch)){
percent=number(1,100);
if((GET_DEX(tch)+percent) < x){
act("$n attacks $N.",FALSE,ch,0,tch,TO_ROOM);
act("You attack $N.",FALSE,ch,0,tch,TO_CHAR);
hit(ch,tch,TYPE_UNDEFINED);
} else {
act("$N beats $n to the attack.",FALSE,ch,0,tch,TO_ROOM);
act("$N hits you first.",FALSE,ch,0,tch,TO_CHAR);
hit(tch,ch,TYPE_UNDEFINED);
}
}
if(GET_HIT(ch) <= 0)
return;
}
if(GET_LEVEL(ch) < IMO)
WAIT_STATE(ch, PULSE_VIOLENCE);
}
void do_shoot(struct char_data *ch, char *argument, int cmd)
{
struct char_data *victim;
char name[256], buf[256];
one_argument(argument, name);
if(!(victim = get_char_room_vis(ch, name))) {
if(ch->specials.fighting){
victim = ch->specials.fighting;
} else {
send_to_char("Shoot whom?\n\r", ch);
return;
}
}
if((GET_LEVEL(victim) >= IMO)&&(!IS_NPC(victim))){
if(!IS_NPC(ch))
send_to_char("Shoot an immortal? Never.\n\r",ch);
return;
}
shoot(ch,victim,TYPE_SHOOT);
if(IS_AFFECTED(ch, AFF_CHARM) && ch->master)
WAIT_STATE(ch->master, PULSE_VIOLENCE*3);
}
void do_assist(struct char_data *ch, char *argument, int cmd)
{
static char arg[MAX_STRING_LENGTH];
struct char_data *pal;
one_argument(argument, arg);
if (!*arg) {
send_to_char("Assist who?\n\r", ch);
} else {
if (!(pal = get_char_room_vis(ch, arg)))
send_to_char("They aren't here.\n\r", ch);
else if (ch == pal)
send_to_char("You're already helping yourself.\n\r", ch);
else if (!pal->specials.fighting)
send_to_char("Help with what?\n\r",ch);
else if (IS_NPC(pal))
send_to_char("Stick to helping players.\n\r",ch);
else if(!CAN_SEE(ch, pal->specials.fighting))
send_to_char("Can't see any such thing.\n\r",ch);
else
hit(ch, pal->specials.fighting, TYPE_UNDEFINED);
}
}
void do_grescue(struct char_data *ch, char *argument, int cmd)
{
int percent;
char buf[240];
struct char_data *vict, *tmp, *k, *leader;
struct follow_type *f;
if(IS_NPC(ch))
return;
if(!IS_AFFECTED(ch, AFF_GROUP)) {
send_to_char("You don't belong to a group!\n\r", ch);
return;
}
if(ch->master)
leader = ch->master;
else
leader = ch;
for(f=leader->followers; f; f=f->next){
k=f->follower;
if(k==ch) continue;
if(k->in_room != ch->in_room) continue;
if(!IS_AFFECTED(k,AFF_GROUP)) continue;
vict=k->specials.fighting;
if(vict){
if(vict->specials.fighting != k) continue;
percent=number(1,101);
if(percent > ch->skills[SKILL_GR_RESCUE].learned){
sprintf(buf,"You fail on %s.\n\r",GET_NAME(k));
send_to_char(buf,ch);
return;
}
sprintf(buf,"You rescue %s.\n\r",GET_NAME(k));
send_to_char(buf,ch);
act("You are group-rescued by $N, what the heck?",FALSE,k,0,ch,TO_CHAR);
act("$n group-rescues $N.", FALSE, ch, 0, k, TO_NOTVICT);
stop_fighting(k);
stop_fighting(vict);
tmp=ch->specials.fighting;
if(tmp!=vict){
if(tmp)
stop_fighting(ch);
set_fighting(ch,vict);
}
set_fighting(vict,ch);
WAIT_STATE(k,2*PULSE_VIOLENCE);
}
WAIT_STATE(ch, PULSE_VIOLENCE);
}
}
void do_detonate(struct char_data *ch, char *argument, int cmd)
{
char buf[MAX_STRING_LENGTH];
char arg1[128],arg2[128];
struct obj_data *bomb;
int t;
argument_interpreter(argument, arg1, arg2);
if(! *arg1){
send_to_char("Detonate what?\n\r",ch);
return;
}
bomb=get_obj_in_list_vis(ch, arg1,ch->carrying);
if(!bomb){
send_to_char("Can't seen to find that!\n\r",ch);
return;
}
if(GET_ITEM_TYPE(bomb) != ITEM_BOMB){
send_to_char("You can't detonate that!\n\r",ch);
return;
}
if(!IS_SET(bomb->obj_flags.extra_flags,ITEM_POOF)){
send_to_char("This bomb is already known to be a DUD!\n\r",ch);
return;
}
if(!*arg2){
send_to_char("Detonate it in how many ticks?\n\r",ch);
return;
}
if(number(1,101) > ch->skills[SKILL_BOMB].learned){
act("Fssssssss...POP! $n's $p is a dud.",FALSE,ch,bomb,0,TO_ROOM);
send_to_char("Drat! A dud.\n\r",ch);
REMOVE_BIT(bomb->obj_flags.extra_flags,ITEM_POOF);
return;
}
t=atoi(arg2);
bomb->obj_flags.timer=
(number(1,101) < ch->skills[SKILL_BOMB].learned) ? t : 0;
SET_BIT(bomb->obj_flags.extra_flags,ITEM_POOFSOON);
act("You just ignited $p.",FALSE,ch,bomb,0,TO_CHAR);
act("$n just ignited $p.",FALSE,ch,bomb,0,TO_ROOM);
}